@jgengine/react 0.8.0 → 0.10.0

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Files changed (45) hide show
  1. package/CHANGELOG.md +36 -0
  2. package/dist/chat.d.ts +3 -3
  3. package/dist/chat.js +14 -5
  4. package/dist/chatBubbles.d.ts +15 -0
  5. package/dist/chatBubbles.js +46 -0
  6. package/dist/components.d.ts +1 -0
  7. package/dist/components.js +36 -23
  8. package/dist/display.d.ts +2 -1
  9. package/dist/display.js +3 -2
  10. package/dist/dragLayer.d.ts +6 -1
  11. package/dist/dragLayer.js +64 -31
  12. package/dist/engineStore.d.ts +1 -1
  13. package/dist/engineStore.js +10 -2
  14. package/dist/fogOverlay.d.ts +21 -0
  15. package/dist/fogOverlay.js +34 -0
  16. package/dist/gameViewport.d.ts +54 -0
  17. package/dist/gameViewport.js +340 -0
  18. package/dist/hooks.d.ts +11 -1
  19. package/dist/hooks.js +89 -21
  20. package/dist/hudLayout.d.ts +79 -0
  21. package/dist/hudLayout.js +518 -0
  22. package/dist/hudViewport.d.ts +21 -0
  23. package/dist/hudViewport.js +17 -0
  24. package/dist/index.d.ts +7 -0
  25. package/dist/index.js +7 -0
  26. package/dist/liveBind.d.ts +4 -10
  27. package/dist/liveBind.js +28 -16
  28. package/dist/map.d.ts +27 -7
  29. package/dist/map.js +152 -43
  30. package/dist/preview.d.ts +6 -0
  31. package/dist/preview.js +1 -0
  32. package/dist/provider.d.ts +2 -0
  33. package/dist/provider.js +4 -0
  34. package/dist/rotateDevice.d.ts +24 -0
  35. package/dist/rotateDevice.js +83 -0
  36. package/dist/selectSnapshot.d.ts +7 -0
  37. package/dist/selectSnapshot.js +16 -0
  38. package/dist/settings.d.ts +78 -0
  39. package/dist/settings.js +61 -0
  40. package/dist/skillCheckPaint.d.ts +4 -0
  41. package/dist/skillCheckPaint.js +28 -0
  42. package/dist/social.d.ts +3 -3
  43. package/dist/social.js +31 -10
  44. package/llms.txt +858 -860
  45. package/package.json +9 -5
package/llms.txt CHANGED
@@ -1,7 +1,7 @@
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  # @jgengine/react
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  > React UI layer for JGengine: GameProvider, hooks, and headless primitives over @jgengine/core.
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- Version: 0.8.0
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+ Version: 0.10.0
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  License: AGPL-3.0-only
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  Repository: https://github.com/Noisemaker111/jgengine
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  Docs: https://jgengine.com
@@ -11,305 +11,487 @@ Imports use deep paths: `@jgengine/react/<path>`.
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  ### @jgengine/react/chat
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- - chatTransportFromSync (function): function chatTransportFromSync(sync: ChatSync): ChatTransport — Lifts a callback-style ChatSync (e.g. createWsBackend().chatSyncFor(serverId)) into the hook-shaped ChatTransport contract. Create once per sync — outside render or inside useMemo — so subscriptions survive re-renders.
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- - ChatLog (function): function ChatLog({ channelId, limit, className, messageClassName, renderMessage, }: { channelId: string; limit?: number; className?: string; messageClassName?: string; renderMessage?: (message: ChatMessage) => ReactNode; }): React.JSX.Element
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- - ChatInput (function): function ChatInput({ channelId, className, inputClassName, buttonClassName, placeholder, sendLabel, onSent, onRejected, }: { channelId: string; className?: string; inputClassName?: string; buttonClassName?: string; placeholder?: string; sendLabel?: ReactNode; onSent?: (message: ChatMessage) => void;…
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  - ChannelTabs (function): function ChannelTabs({ channels, active, onSelect, className, tabClassName, activeTabClassName, renderTab, }: { channels?: readonly string[]; active: string; onSelect: (channelId: string) => void; className?: string; tabClassName?: string; activeTabClassName?: string; renderTab?: (channelId: string,…
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+ - ChatInput (function): function ChatInput({ channelId, className, inputClassName, buttonClassName, placeholder, sendLabel, onSent, onRejected, }: { channelId: string; className?: string; inputClassName?: string; buttonClassName?: string; placeholder?: string; sendLabel?: ReactNode; onSent?: (message: ChatMessage) => void;…
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+ - ChatLog (function): function ChatLog({ channelId, limit, className, messageClassName, renderMessage, }: { channelId: string; limit?: number; className?: string; messageClassName?: string; renderMessage?: (message: ChatMessage) => ReactNode; }): React.JSX.Element
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  - ChatPanel (function): function ChatPanel({ channels, initialChannel, limit, className, tabsClassName, tabClassName, activeTabClassName, logClassName, messageClassName, inputClassName, inputFieldClassName, sendButtonClassName, placeholder, renderMessage, onRejected, }: { channels?: readonly string[]; initialChannel?: stri…
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+ - chatTransportFromSync (function): function chatTransportFromSync(sync: ChatSync): ChatTransport — Lifts a callback-style ChatSync (e.g. createWsBackend().chatSyncFor(serverId)) into the hook-shaped ChatTransport contract. Create once per sync — outside render or inside useMemo — so subscriptions survive re-renders.
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+
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+ ### @jgengine/react/chatBubbles
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+
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+ - ChatBubble (interface): interface ChatBubble
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+ - ChatBubblesOptions (interface): interface ChatBubblesOptions
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+ - latestChatBubbles (function): function latestChatBubbles(messages: readonly ChatMessage[], nowMs: number, ttlMs: number): ChatBubble[]
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+ - useChatBubbles (function): function useChatBubbles(options?: ChatBubblesOptions): readonly ChatBubble[]
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+ - useEntityChatBubble (function): function useEntityChatBubble(instanceId: string, options?: ChatBubblesOptions): ChatBubble | null
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  ### @jgengine/react/components
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22
- - SlotGrid (function): function SlotGrid({ inventoryId, className, renderSlot, }: { inventoryId: string; className?: string; renderSlot?: (slot: InventorySlot, index: number) => ReactNode; }): React.JSX.Element
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- - HealthBar (function): function HealthBar({ instanceId, statId, className, fillClassName, }: { instanceId: string; statId: string; className?: string; fillClassName?: string; }): React.JSX.Element | null
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- - CurrencyPill (function): function CurrencyPill({ currencyId, className }: { currencyId: string; className?: string }): React.JSX.Element
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- - ProximityPrompt (function): function ProximityPrompt({ prompt, className, }: { prompt: ProximityPromptDef; className?: string; }): React.JSX.Element
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- - Screen (function): function Screen({ id, open = true, className, children, }: { id: string; open?: boolean; className?: string; children?: ReactNode; }): React.JSX.Element | null
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- - KeybindRow (function): function KeybindRow({ action, keys, className, }: { action: string; keys: readonly string[]; className?: string; }): React.JSX.Element
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- - resolveDialogueInvoke (function): function resolveDialogueInvoke(choice: DialogueChoice, result: CheckResult | null): { command: string; args?: unknown } | null
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- - DialogueBox (function): function DialogueBox({ dialogue, onChoice, rng, className, lineClassName, speakerClassName, choicesClassName, choiceClassName, checkClassName, }: { dialogue: DialogueDef; onChoice?: (choice: DialogueChoice, result: CheckResult | null) => void; rng?: () => number; className?: string; lineClassName?: …
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- - SkillCheckBar (function): function SkillCheckBar({ config, startedAt, className, trackClassName, zoneClassName, markerClassName, renderStatus, }: { config: SkillCheckConfig; startedAt: number; className?: string; trackClassName?: string; zoneClassName?: string; markerClassName?: string; renderStatus?: (result: SkillCheckResu…
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- - QteTrack (function): function QteTrack({ steps, startedAt, className, stepClassName, activeClassName, doneClassName, }: { steps: readonly QteStep[]; startedAt: number; className?: string; stepClassName?: string; activeClassName?: string; doneClassName?: string; }): React.JSX.Element
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30
  - CaptureOdds (function): function CaptureOdds({ chance, className, fillClassName, }: { chance: number; className?: string; fillClassName?: string; }): React.JSX.Element
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- - ToastStack (function): function ToastStack({ action, limit = 4, className, renderToast, }: { action: string; limit?: number; className?: string; renderToast?: (entry: FeedEntry, index: number) => ReactNode; }): React.JSX.Element | null
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+ - CurrencyPill (function): function CurrencyPill({ currencyId, className }: { currencyId: string; className?: string }): React.JSX.Element
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  - DeathScreen (function): function DeathScreen({ statId = "health", open, className, children, }: { statId?: string; open?: boolean; className?: string; children?: ReactNode; }): React.JSX.Element
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- - LevelUpFlash (function): function LevelUpFlash({ stat, durationMs = 1600, className, children, renderFlash, }: { stat?: string; durationMs?: number; className?: string; children?: ReactNode; renderFlash?: (event: StatLevelUpEvent) => ReactNode; }): React.JSX.Element | null
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+ - DialogueBox (function): function DialogueBox({ dialogue, onChoice, rng, className, lineClassName, speakerClassName, choicesClassName, choiceClassName, checkClassName, }: { dialogue: DialogueDef; onChoice?: (choice: DialogueChoice, result: CheckResult | null) => void; rng?: () => number; className?: string; lineClassName?:
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  - DialogueCheck (interface): interface DialogueCheck
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  - DialogueChoice (interface): interface DialogueChoice
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- - DialogueLine (type): type DialogueLine = { speaker: string; text: string } | { choices: readonly DialogueChoice[] }
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  - DialogueDef (interface): interface DialogueDef
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+ - DialogueLine (type): type DialogueLine = { speaker: string; text: string } | { choices: readonly DialogueChoice[] }
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+ - HealthBar (function): function HealthBar({ instanceId, statId, className, fillClassName, }: { instanceId: string; statId: string; className?: string; fillClassName?: string; }): React.JSX.Element | null
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+ - KeybindRow (function): function KeybindRow({ action, keys, className, }: { action: string; keys: readonly string[]; className?: string; }): React.JSX.Element
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+ - LevelUpFlash (function): function LevelUpFlash({ stat, durationMs = 1600, className, children, renderFlash, }: { stat?: string; durationMs?: number; className?: string; children?: ReactNode; renderFlash?: (event: StatLevelUpEvent) => ReactNode; }): React.JSX.Element | null
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+ - ProximityPrompt (function): function ProximityPrompt({ prompt, className, }: { prompt: ProximityPromptDef; className?: string; }): React.JSX.Element
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+ - QteTrack (function): function QteTrack({ steps, startedAt, className, stepClassName, activeClassName, doneClassName, }: { steps: readonly QteStep[]; startedAt: number; className?: string; stepClassName?: string; activeClassName?: string; doneClassName?: string; }): React.JSX.Element
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+ - Screen (function): function Screen({ id, open = true, className, children, }: { id: string; open?: boolean; className?: string; children?: ReactNode; }): React.JSX.Element | null
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+ - SkillCheckBar (function): function SkillCheckBar({ config, startedAt, className, trackClassName, zoneClassName, markerClassName, renderStatus, }: { config: SkillCheckConfig; startedAt: number; className?: string; trackClassName?: string; zoneClassName?: string; markerClassName?: string; renderStatus?: (result: SkillCheckResu…
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+ - SlotGrid (function): function SlotGrid({ inventoryId, className, renderSlot, }: { inventoryId: string; className?: string; renderSlot?: (slot: InventorySlot, index: number) => ReactNode; }): React.JSX.Element
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+ - ToastStack (function): function ToastStack({ action, limit = 4, className, renderToast, }: { action: string; limit?: number; className?: string; renderToast?: (entry: FeedEntry, index: number) => ReactNode; }): React.JSX.Element | null
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+ - paintQteStepDom (function): function paintQteStepDom(elements: ReadonlyMap<string, HTMLElement>, steps: readonly QteStep[], elapsed: number, activeId: string | null, stepClassName?: string, activeClassName?: string, doneClassName?: string): void
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+ - paintSkillCheckDom (function): function paintSkillCheckDom(root: HTMLElement, zone: HTMLElement, marker: HTMLElement, config: SkillCheckConfig, result: SkillCheckResult): void
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+ - resolveDialogueInvoke (function): function resolveDialogueInvoke(choice: DialogueChoice, result: CheckResult | null): { command: string; args?: unknown } | null
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  ### @jgengine/react/display
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- - useDisplayProfile (function): function useDisplayProfile(): DisplayProfile
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  - DisplayProfile (interface): interface DisplayProfile
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+ - useDisplayProfile (function): function useDisplayProfile(): DisplayProfile
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  ### @jgengine/react/dragLayer
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- - useDragLayer (function): function useDragLayer<T>(options?: { onDrop?: (info: DropInfo<T>) => void; }): DragLayer<T>
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  - DragGhost (function): function DragGhost<T>({ layer, className, style, children, }: { layer: DragLayer<T>; className?: string; style?: CSSProperties; children?: (payload: DragPayload<T>) => ReactNode; }): React.JSX.Element | null
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- - DraggableCard (function): function DraggableCard<T>({ id, value, layer, className, children, onRotate, }: { id: string; value: T; layer: DragLayer<T>; className?: string; children?: ReactNode; onRotate?: boolean; }): React.JSX.Element
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- - DropZone (function): function DropZone<T>({ id, layer, className, activeClassName, cellSize, children, }: { id: string; layer: DragLayer<T>; className?: string; activeClassName?: string; cellSize?: number; children?: ReactNode; }): React.JSX.Element
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+ - DragLayer (interface): interface DragLayer<T>
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  - DragPayload (interface): interface DragPayload<T>
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  - DragState (interface): interface DragState<T>
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+ - DraggableCard (function): function DraggableCard<T>({ id, value, layer, className, children, onRotate, }: { id: string; value: T; layer: DragLayer<T>; className?: string; children?: ReactNode; onRotate?: boolean; }): React.JSX.Element
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  - DropInfo (interface): interface DropInfo<T>
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- - DragLayer (interface): interface DragLayer<T>
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+ - DropZone (function): function DropZone<T>({ id, layer, className, activeClassName, cellSize, children, }: { id: string; layer: DragLayer<T>; className?: string; activeClassName?: string; cellSize?: number; children?: ReactNode; }): React.JSX.Element
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+ - useDragLayer (function): function useDragLayer<T>(options?: { onDrop?: (info: DropInfo<T>) => void; }): DragLayer<T>
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  ### @jgengine/react/engineStore
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- - useEngineState (function): function useEngineState<TState>(store: ReadableEngineStore<TState>): TState
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- - useEngineStore (function): function useEngineStore<TState, TSelected>(store: ReadableEngineStore<TState>, selector: (state: TState) => TSelected): TSelected
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- - useEngineEvent (function): function useEngineEvent<TEventMap extends object, K extends keyof TEventMap>(store: EventfulEngineStore<TEventMap>, eventName: K, handler: (payload: TEventMap[K]) => void): void
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- - ReadableEngineStore (interface): interface ReadableEngineStore<TState>
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  - EventfulEngineStore (interface): interface EventfulEngineStore<TEventMap extends object>
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+ - ReadableEngineStore (interface): interface ReadableEngineStore<TState>
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+ - useEngineEvent (function): function useEngineEvent<TEventMap extends object, K extends keyof TEventMap>(store: EventfulEngineStore<TEventMap>, eventName: K, handler: (payload: TEventMap[K]) => void): void
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+ - useEngineState (function): function useEngineState<TState>(store: ReadableEngineStore<TState>): TState
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+ - useEngineStore (function): function useEngineStore<TState, TSelected>(store: ReadableEngineStore<TState>, selector: (state: TState) => TSelected, isEqual: (previous: TSelected, next: TSelected) => boolean = Object.is): TSelected
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+
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+ ### @jgengine/react/fogOverlay
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+
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+ - FogCellRect (interface): interface FogCellRect
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+ - FogPaintSurface (interface): interface FogPaintSurface
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+ - createFogDataUrl (function): function createFogDataUrl(fog: FogCells, canvasSize: { width: number; height: number }, cellRect: (col: number, row: number) => FogCellRect | null, fill = "rgba(11, 15, 20, 0.82)"): string | null
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+ - forEachUnrevealedFogCell (function): function forEachUnrevealedFogCell(fog: FogCells, visit: (col: number, row: number) => void): number
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+ - paintFogOverlay (function): function paintFogOverlay(surface: FogPaintSurface, canvasSize: { width: number; height: number }, fog: FogCells, cellRect: (col: number, row: number) => FogCellRect | null, fill = "rgba(11, 15, 20, 0.82)"): number
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  ### @jgengine/react/gameIcons
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- - isGameIconName (function): function isGameIconName(value: string): value is GameIconName
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- - GameIcon (function): function GameIcon({ name, size = 24, color, className, }: { name: GameIconName; size?: number; color?: string; className?: string; }): React.JSX.Element
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- - iconForItemId (function): function iconForItemId(itemId: string): GameIconName | null
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- - iconForAction (function): function iconForAction(action: string): GameIconName | null — Control glyph for a semantic action name (`hardDrop`, `sprint`, `shiftLeft`), or null when no rule matches.
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  - GAME_ICON_NAMES (const): const GAME_ICON_NAMES: readonly ["sword", "dagger", "axe", "hammer", "bow", "arrow", "staff", "wand", "spear", "crossbow", "gun", "bomb", "shield", "helmet", "chestplate", "boots", "gauntlet", "ring", "amulet", "cloak", "backpack", "torch", "potionRed", "potionBlue", "scroll", "tome", "meat", "bread…
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+ - GameIcon (function): function GameIcon({ name, size = 24, color, className, }: { name: GameIconName; size?: number; color?: string; className?: string; }): React.JSX.Element
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  - GameIconName (type): type GameIconName = (typeof GAME_ICON_NAMES)[number]
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+ - iconForAction (function): function iconForAction(action: string): GameIconName | null — Control glyph for a semantic action name (`hardDrop`, `sprint`, `shiftLeft`), or null when no rule matches.
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+ - iconForItemId (function): function iconForItemId(itemId: string): GameIconName | null
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+ - isGameIconName (function): function isGameIconName(value: string): value is GameIconName
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+
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+ ### @jgengine/react/gameViewport
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+
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+ - GameViewportProvider (function): function GameViewportProvider({ platforms, className, style, children, }: { platforms?: readonly HudPlatform[]; className?: string; style?: CSSProperties; children?: ReactNode; }): React.JSX.Element — Provides the shared game viewport layout to everything it wraps. Mount it once around the whole game presentation (world, HUD, controls, system UI) so every subsystem reads one coordinated geometry and registers its rect for collision detection. Publishes live `--jg-viewport-*` / `--jg-visual-viewport-*` / `--jg-safe-*` CSS variables on its root.
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+ - LayoutRegionSpec (type): type LayoutRegionSpec = Omit<LayoutRegion, "rect"> — A region descriptor without its measured rectangle — the caller supplies geometry through `useRegisterLayoutRegion`.
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+ - RegionRecord (interface): interface RegionRecord extends LayoutRegion — A region registration: the full `LayoutRegion` plus the live element (dev outlining), rect measured by the shell/react side.
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+ - ViewportMetrics (interface): interface ViewportMetrics — Live viewport rectangles: the layout viewport and the visible `visualViewport`.
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+ - useGameLayoutMode (function): function useGameLayoutMode(): GameLayoutMode — The resolved explicit composition mode (`desktop-wide` … `mobile-portrait`).
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+ - useGameOrientation (function): function useGameOrientation(): LayoutOrientation — The live device orientation.
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+ - useGameViewportLayout (function): function useGameViewportLayout(): GameViewportLayout — The live shared viewport layout. Returns a neutral default outside a `GameViewportProvider` so it never throws in previews.
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+ - useLayoutCollisions (function): function useLayoutCollisions(): readonly LayoutCollision[] — Live forbidden/warned region collisions (empty outside a provider).
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+ - useRegisterLayoutRegion (function): function useRegisterLayoutRegion(spec: LayoutRegionSpec, ref: RefObject<HTMLElement | null>, enabled = true): void — Register the element behind `ref` as a layout region and keep its measured rectangle live (ResizeObserver + viewport changes). No-op outside a `GameViewportProvider`, so a component using it still works in isolation.
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+ - useReservedControlZones (function): function useReservedControlZones(): readonly LayoutRect[] — Rectangles reserved by touch controls and system UI — HUD placement should avoid these.
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+ - useViewportMetrics (function): function useViewportMetrics(): ViewportMetrics — Live visible viewport, tracking `window.visualViewport` (mobile browser chrome, pinch-zoom) with a layout-viewport fallback.
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  ### @jgengine/react/hooks
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- - useGameStore (function): function useGameStore<T>(selector: (ctx: GameContext) => T): T
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- - useGame (function): function useGame(): { commands: GameContext["game"]["commands"]; events: GameEvents }
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- - usePlayer (function): function usePlayer(): { userId: string; isNew: boolean }
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- - useSceneEntities (function): function useSceneEntities(): readonly SceneEntity[]
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- - useSceneObjects (function): function useSceneObjects(): readonly SceneObject[]
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- - useWorldItems (function): function useWorldItems(): readonly WorldItemRecord[]
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- - useNearestWorldItem (function): function useNearestWorldItem(radius: number): WorldItemRecord | null — Nearest ground item within `radius` of the local player — drives a pickup prompt/highlight.
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- - useEntityStat (function): function useEntityStat(instanceId: string, statId: string): StatValue | null
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- - useTarget (function): function useTarget(fromInstanceId: string): string | null
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- - useInventory (function): function useInventory(inventoryId: string): readonly InventorySlot[]
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+ - AbilitySlotBindingOptions (interface): interface AbilitySlotBindingOptions
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+ - EventMeterView (interface): interface EventMeterView
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+ - UseAxisChannelResult (interface): interface UseAxisChannelResult
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+ - WorldBrowserState (interface): interface WorldBrowserState
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+ - abilityKitNeedsHeartbeat (function): function abilityKitNeedsHeartbeat(kit: AbilityKit, resourceAvailable?: number): boolean
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+ - createHeldKeyTracker (function): function createHeldKeyTracker(target: HeldKeyEventTarget): { isDown: (code: string) => boolean; dispose: () => void; }
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+ - eventMeterNeedsHeartbeat (function): function eventMeterNeedsHeartbeat(meter: EventMeter, previous: EventMeterView | null): boolean
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+ - localPlayerEntity (function): function localPlayerEntity(ctx: GameContext): SceneEntity | null
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+ - useAbilitySlot (function): function useAbilitySlot(kit: AbilityKit, slotId: string, resourceAvailable?: number, options?: AbilitySlotBindingOptions): AbilitySlotSnapshot | null
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+ - useAbilitySlots (function): function useAbilitySlots(kit: AbilityKit, resourceAvailable?: number, options?: AbilitySlotBindingOptions): AbilitySlotSnapshot[]
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+ - useActivePrompt (function): function useActivePrompt<T extends PositionedPrompt>(prompts?: readonly T[]): T | null
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+ - useAxisChannel (function): function useAxisChannel(config: AxisChannelConfig): UseAxisChannelResult — Wires useHeldKeys into a fresh AxisChannel, ready for a per-frame `channel.sample(dt, isDown)`. The channel is recreated when `config` identity changes, so pass a stable config (useMemo/module constant at the call site) unless a rebind is intended.
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+ - useChat (function): function useChat(channelId: string, options?: { limit?: number }): ChatMessage[]
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  - useCurrency (function): function useCurrency(currencyId: string): number
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+ - useEntityStat (function): function useEntityStat(instanceId: string, statId: string): StatValue | null
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+ - useEventMeter (function): function useEventMeter(meter: EventMeter, options?: AbilitySlotBindingOptions): EventMeterView
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  - useFeed (function): function useFeed({ action, limit }: { action: string; limit?: number }): FeedEntry[]
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- - useQuestJournal (function): function useQuestJournal(): QuestInstance[]
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+ - useFriendRequests (function): function useFriendRequests(): FriendRequestEntry[]
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  - useFriends (function): function useFriends(): FriendEntry[]
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+ - useGame (function): function useGame(): { commands: GameContext["game"]["commands"]; events: GameEvents }
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+ - useGameClock (function): function useGameClock(): ClockSnapshot & { controls: SimClock }
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+ - useGamePhase (function): function useGamePhase(): { phase: GamePhase; setPhase: (phase: GamePhase) => void } — Live run phase + a setter that also gates the shell's touch controls. `menu`/`paused`/`ended` hide the touch dock; `playing` shows it.
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+ - useGameStore (function): function useGameStore<T>(selector: (ctx: GameContext) => T, isEqual: (previous: T, next: T) => boolean = Object.is): T
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+ - useHeldKeys (function): function useHeldKeys(): (code: string) => boolean — Held-key predicate backed by window keydown/keyup/blur listeners (blur clears held state so a released-off-window key doesn't stick). SSR-safe: listeners attach in an effect, never at module scope. The returned predicate is stable across renders.
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+ - useInventory (function): function useInventory(inventoryId: string): readonly InventorySlot[]
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+ - useLeaderboard (function): function useLeaderboard(stat: string, options: { scope: LeaderboardScope; limit?: number }): { userId: string; value: number }[]
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+ - useLocalPlayerDead (function): function useLocalPlayerDead(healthStatId = "health"): boolean
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+ - useNearestWorldItem (function): function useNearestWorldItem(radius: number): WorldItemRecord | null — Nearest ground item within `radius` of the local player — drives a pickup prompt/highlight.
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+ - useOptionalGamePhase (function): function useOptionalGamePhase(): GamePhase — Live run phase that degrades to `"playing"` when rendered outside a `GameProvider` (component showcases, previews), so phase-gated chrome never throws.
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137
  - useParty (function): function useParty(): PartyMemberEntry[]
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- - usePresence (function): function usePresence(userId: string): PresenceInfo
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- - useWorldInvites (function): function useWorldInvites(): WorldInvite[]
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- - useChat (function): function useChat(channelId: string, options?: { limit?: number }): ChatMessage[]
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- - useFriendRequests (function): function useFriendRequests(): FriendRequestEntry[]
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  - usePartyInvites (function): function usePartyInvites(): PartyInviteEntry[]
96
- - useWorldBrowser (function): function useWorldBrowser(options: { fetchSessions: () => Promise<readonly SessionListing[]>; filter?: MatchFilter; limit?: number; refreshMs?: number; }): WorldBrowserState — Polls a host-supplied session fetcher (e.g. createWsBackend().browse) and filters through matchmaking's browseSessions. fetchSessions must be identity-stable (wrap in useCallback at the call site) or every render refetches.
139
+ - usePlayer (function): function usePlayer(): { userId: string; isNew: boolean }
140
+ - usePresence (function): function usePresence(userId: string): PresenceInfo
141
+ - useQuestJournal (function): function useQuestJournal(): QuestInstance[]
97
142
  - useRoster (function): function useRoster(userId?: string): readonly RosterEntry[]
98
- - useLeaderboard (function): function useLeaderboard(stat: string, options: { scope: LeaderboardScope; limit?: number }): { userId: string; value: number }[]
99
- - useLocalPlayerDead (function): function useLocalPlayerDead(healthStatId = "health"): boolean
100
- - localPlayerEntity (function): function localPlayerEntity(ctx: GameContext): SceneEntity | null
101
- - useGameClock (function): function useGameClock(): ClockSnapshot & { controls: SimClock }
102
- - useActivePrompt (function): function useActivePrompt<T extends PositionedPrompt>(prompts?: readonly T[]): T | null
103
- - useAbilitySlots (function): function useAbilitySlots(kit: AbilityKit, resourceAvailable?: number, options?: AbilitySlotBindingOptions): AbilitySlotSnapshot[]
104
- - useAbilitySlot (function): function useAbilitySlot(kit: AbilityKit, slotId: string, resourceAvailable?: number, options?: AbilitySlotBindingOptions): AbilitySlotSnapshot | null
105
- - useEventMeter (function): function useEventMeter(meter: EventMeter, options?: AbilitySlotBindingOptions): EventMeterView
106
- - createHeldKeyTracker (function): function createHeldKeyTracker(target: HeldKeyEventTarget): { isDown: (code: string) => boolean; dispose: () => void; }
107
- - useHeldKeys (function): function useHeldKeys(): (code: string) => boolean Held-key predicate backed by window keydown/keyup/blur listeners (blur clears held state so a released-off-window key doesn't stick). SSR-safe: listeners attach in an effect, never at module scope. The returned predicate is stable across renders.
108
- - useAxisChannel (function): function useAxisChannel(config: AxisChannelConfig): UseAxisChannelResult Wires useHeldKeys into a fresh AxisChannel, ready for a per-frame `channel.sample(dt, isDown)`. The channel is recreated when `config` identity changes, so pass a stable config (useMemo/module constant at the call site) unless a rebind is intended.
109
- - WorldBrowserState (interface): interface WorldBrowserState
110
- - AbilitySlotBindingOptions (interface): interface AbilitySlotBindingOptions
111
- - EventMeterView (interface): interface EventMeterView
112
- - UseAxisChannelResult (interface): interface UseAxisChannelResult
143
+ - useSceneEntities (function): function useSceneEntities(): readonly SceneEntity[]
144
+ - useSceneObjects (function): function useSceneObjects(): readonly SceneObject[]
145
+ - useTarget (function): function useTarget(fromInstanceId: string): string | null
146
+ - useWorldBrowser (function): function useWorldBrowser(options: { fetchSessions: () => Promise<readonly SessionListing[]>; filter?: MatchFilter; limit?: number; refreshMs?: number; }): WorldBrowserState — Polls a host-supplied session fetcher (e.g. createWsBackend().browse) and filters through matchmaking's browseSessions. fetchSessions must be identity-stable (wrap in useCallback at the call site) or every render refetches.
147
+ - useWorldInvites (function): function useWorldInvites(): WorldInvite[]
148
+ - useWorldItems (function): function useWorldItems(): readonly WorldItemRecord[]
149
+
150
+ ### @jgengine/react/hudLayout
151
+
152
+ - HudCanvas (function): function HudCanvas({ layout, editChord, compactScale, showDuring, className, style, children, }: { layout: HudLayoutStore; editChord?: HudEditChord | false; /** Zoom applied to the whole HUD on compact displays. Default 0.85. */ compactScale?: number; /** Opt-in play-phase gate: render the HUD only … — Full-viewport HUD surface. Panels declared with `HudPanel` flow into nine anchor regions and stack automatically with a gap — no per-panel pixel offsets, no manual clearance for sibling panels, the touch-control dock (`--jg-hud-dock-clearance`), or device safe areas. On compact displays the whole surface scales down and each panel applies its `compact` behavior.
153
+ - HudCompactMode (type): type HudCompactMode = "keep" | "chip" | "hide" — How a panel behaves on compact (phone-scale) displays. `keep` stays visible at the global compact scale, `chip` collapses to a small tap-to-expand pill, `hide` unmounts entirely.
154
+ - HudEditChord (interface): interface HudEditChord
155
+ - HudPanel (function): function HudPanel({ id, anchor = "top-left", order, compact: compactMode = "keep", chip, interactive, inset, locked, showDuring, priority, mobileBehavior, allowOverlapWith, collisionGroup, region = true, className, style, children, }: { id: string; anchor?: HudAnchor; /** Stack position within the r… — A HUD block that lives in one of the nine anchor regions. Panels sharing a region stack outward from the screen edge in ascending `order`. On fine pointers panels stay draggable through the edit chord; a dragged panel leaves the flow and keeps its custom placement. On compact displays custom placements are ignored and the `compact` behavior applies.
156
+ - hudVisibleInPhase (function): function hudVisibleInPhase(showDuring: readonly GamePhase[] | undefined, phase: GamePhase): boolean — Whether a HUD element opted into `showDuring` is visible in the current phase; `undefined` = always visible (default).
157
+ - useHudLayout (function): function useHudLayout(options?: { storageKey?: string; snap?: number; locked?: boolean; }): HudLayoutStore
158
+
159
+ ### @jgengine/react/hudViewport
160
+
161
+ - HudViewportContextValue (interface): interface HudViewportContextValue
162
+ - HudViewportProvider (function): function HudViewportProvider({ platforms, config, userScale, children, }: { platforms: readonly HudPlatform[] | undefined; config: HudViewportConfig | undefined; userScale?: number; children?: ReactNode; }): React.JSX.Element — Mounted by the shell around `GameUI` so every `HudCanvas` inside the game picks up the game's `platforms`/`hudFit` declaration and the player's UI scale setting without any game-side wiring.
163
+ - useHudViewport (function): function useHudViewport(): HudViewportContextValue | null
113
164
 
114
165
  ### @jgengine/react/identity
115
166
 
116
- - clerkIdentity (function): function clerkIdentity(state: ClerkUserState, options?: { signOut?: () => void }): IdentitySource
117
- - betterAuthIdentity (function): function betterAuthIdentity(state: BetterAuthSessionState, options?: { signOut?: () => void }): IdentitySource
118
- - guestIdentity (function): function guestIdentity(seed?: string): IdentitySource
167
+ - BetterAuthSessionState (interface): interface BetterAuthSessionState
168
+ - BetterAuthUserShape (interface): interface BetterAuthUserShape
169
+ - ClerkUserShape (interface): interface ClerkUserShape
170
+ - ClerkUserState (interface): interface ClerkUserState
119
171
  - GameIdentityProvider (function): function GameIdentityProvider({ source, children, }: { source: IdentitySource; children?: ReactNode; }): React.JSX.Element
120
- - useSession (function): function useSession(): IdentitySource
121
- - useAuthedPlayer (function): function useAuthedPlayer(options?: { guestSeed?: string }): PlayerIdentity | null
172
+ - IdentitySource (interface): interface IdentitySource
122
173
  - RequireSession (function): function RequireSession({ fallback, loading, children, }: { fallback?: ReactNode; loading?: ReactNode; children?: ReactNode; }): React.JSX.Element
123
- - UserBadge (function): function UserBadge({ className, avatarClassName, nameClassName, renderBadge, }: { className?: string; avatarClassName?: string; nameClassName?: string; renderBadge?: (session: AuthSession) => ReactNode; }): React.JSX.Element | null
124
174
  - SignOutButton (function): function SignOutButton({ className, children, }: { className?: string; children?: ReactNode; }): React.JSX.Element | null
125
- - IdentitySource (interface): interface IdentitySource
126
- - ClerkUserShape (interface): interface ClerkUserShape
127
- - ClerkUserState (interface): interface ClerkUserState
128
- - BetterAuthUserShape (interface): interface BetterAuthUserShape
129
- - BetterAuthSessionState (interface): interface BetterAuthSessionState
130
-
131
- ### @jgengine/react/index
132
-
133
- - GameProvider (function): function GameProvider({ context, children }: { context: GameContext; children?: ReactNode }): React.JSX.Element
134
- - useGameContext (function): function useGameContext(): GameContext
135
- - clerkIdentity (function): function clerkIdentity(state: ClerkUserState, options?: { signOut?: () => void }): IdentitySource
175
+ - UserBadge (function): function UserBadge({ className, avatarClassName, nameClassName, renderBadge, }: { className?: string; avatarClassName?: string; nameClassName?: string; renderBadge?: (session: AuthSession) => ReactNode; }): React.JSX.Element | null
136
176
  - betterAuthIdentity (function): function betterAuthIdentity(state: BetterAuthSessionState, options?: { signOut?: () => void }): IdentitySource
177
+ - clerkIdentity (function): function clerkIdentity(state: ClerkUserState, options?: { signOut?: () => void }): IdentitySource
137
178
  - guestIdentity (function): function guestIdentity(seed?: string): IdentitySource
138
- - GameIdentityProvider (function): function GameIdentityProvider({ source, children, }: { source: IdentitySource; children?: ReactNode; }): React.JSX.Element
139
- - useSession (function): function useSession(): IdentitySource
140
179
  - useAuthedPlayer (function): function useAuthedPlayer(options?: { guestSeed?: string }): PlayerIdentity | null
141
- - RequireSession (function): function RequireSession({ fallback, loading, children, }: { fallback?: ReactNode; loading?: ReactNode; children?: ReactNode; }): React.JSX.Element
142
- - UserBadge (function): function UserBadge({ className, avatarClassName, nameClassName, renderBadge, }: { className?: string; avatarClassName?: string; nameClassName?: string; renderBadge?: (session: AuthSession) => ReactNode; }): React.JSX.Element | null
143
- - SignOutButton (function): function SignOutButton({ className, children, }: { className?: string; children?: ReactNode; }): React.JSX.Element | null
144
- - IdentitySource (interface): interface IdentitySource
145
- - ClerkUserShape (interface): interface ClerkUserShape
146
- - ClerkUserState (interface): interface ClerkUserState
147
- - BetterAuthUserShape (interface): interface BetterAuthUserShape
180
+ - useSession (function): function useSession(): IdentitySource
181
+
182
+ ### @jgengine/react/index
183
+
184
+ - AbilitySlotBindingOptions (interface): interface AbilitySlotBindingOptions
185
+ - AddFriendButton (function): function AddFriendButton({ toUserId, className, children, onRequested, onRejected, }: { toUserId: string; className?: string; children?: ReactNode; onRequested?: (requestId: string) => void; onRejected?: (reason: string) => void; }): React.JSX.Element | null
148
186
  - BetterAuthSessionState (interface): interface BetterAuthSessionState
149
- - chatTransportFromSync (function): function chatTransportFromSync(sync: ChatSync): ChatTransport — Lifts a callback-style ChatSync (e.g. createWsBackend().chatSyncFor(serverId)) into the hook-shaped ChatTransport contract. Create once per sync — outside render or inside useMemo — so subscriptions survive re-renders.
150
- - ChatLog (function): function ChatLog({ channelId, limit, className, messageClassName, renderMessage, }: { channelId: string; limit?: number; className?: string; messageClassName?: string; renderMessage?: (message: ChatMessage) => ReactNode; }): React.JSX.Element
151
- - ChatInput (function): function ChatInput({ channelId, className, inputClassName, buttonClassName, placeholder, sendLabel, onSent, onRejected, }: { channelId: string; className?: string; inputClassName?: string; buttonClassName?: string; placeholder?: string; sendLabel?: ReactNode; onSent?: (message: ChatMessage) => void;…
187
+ - BetterAuthUserShape (interface): interface BetterAuthUserShape
188
+ - CaptureOdds (function): function CaptureOdds({ chance, className, fillClassName, }: { chance: number; className?: string; fillClassName?: string; }): React.JSX.Element
152
189
  - ChannelTabs (function): function ChannelTabs({ channels, active, onSelect, className, tabClassName, activeTabClassName, renderTab, }: { channels?: readonly string[]; active: string; onSelect: (channelId: string) => void; className?: string; tabClassName?: string; activeTabClassName?: string; renderTab?: (channelId: string,…
190
+ - ChatBubble (interface): interface ChatBubble
191
+ - ChatBubblesOptions (interface): interface ChatBubblesOptions
192
+ - ChatInput (function): function ChatInput({ channelId, className, inputClassName, buttonClassName, placeholder, sendLabel, onSent, onRejected, }: { channelId: string; className?: string; inputClassName?: string; buttonClassName?: string; placeholder?: string; sendLabel?: ReactNode; onSent?: (message: ChatMessage) => void;…
193
+ - ChatLog (function): function ChatLog({ channelId, limit, className, messageClassName, renderMessage, }: { channelId: string; limit?: number; className?: string; messageClassName?: string; renderMessage?: (message: ChatMessage) => ReactNode; }): React.JSX.Element
153
194
  - ChatPanel (function): function ChatPanel({ channels, initialChannel, limit, className, tabsClassName, tabClassName, activeTabClassName, logClassName, messageClassName, inputClassName, inputFieldClassName, sendButtonClassName, placeholder, renderMessage, onRejected, }: { channels?: readonly string[]; initialChannel?: stri…
154
- - useVoice (function): function useVoice(options?: UseVoiceOptions): VoiceState — Mic capture + push-to-talk + channel roster over the VoiceTransport signaling seam. Transmission gates the captured tracks' `enabled` flag; the media plane that actually moves audio bytes (WebRTC/SFU) stays behind the transport, host-supplied. Call once per voice channel and hand the returned state to the voice components.
155
- - PushToTalkButton (function): function PushToTalkButton({ voice, className, children, }: { voice: VoiceState; className?: string; children?: ReactNode; }): React.JSX.Element
156
- - MicToggle (function): function MicToggle({ voice, className, mutedLabel, unmutedLabel, }: { voice: VoiceState; className?: string; mutedLabel?: ReactNode; unmutedLabel?: ReactNode; }): React.JSX.Element
157
- - SpeakingIndicator (function): function SpeakingIndicator({ voice, userId, className, threshold = 0.01, children, }: { voice: VoiceState; userId: string; className?: string; threshold?: number; children?: ReactNode; }): React.JSX.Element
158
- - VoiceRoster (function): function VoiceRoster({ voice, className, participantClassName, renderParticipant, }: { voice: VoiceState; className?: string; participantClassName?: string; renderParticipant?: (participant: VoiceParticipant, gain: number) => ReactNode; }): React.JSX.Element
159
- - UseVoiceOptions (interface): interface UseVoiceOptions
160
- - VoiceState (interface): interface VoiceState
161
- - PresenceDot (function): function PresenceDot({ userId, className }: { userId: string; className?: string }): React.JSX.Element
162
- - FriendRow (function): function FriendRow({ friend, className, dotClassName, children, }: { friend: FriendEntry; className?: string; dotClassName?: string; children?: ReactNode; }): React.JSX.Element
163
- - FriendsList (function): function FriendsList({ className, rowClassName, dotClassName, emptyState, renderFriend, }: { className?: string; rowClassName?: string; dotClassName?: string; emptyState?: ReactNode; renderFriend?: (friend: FriendEntry) => ReactNode; }): React.JSX.Element
164
- - AddFriendButton (function): function AddFriendButton({ toUserId, className, children, onRequested, onRejected, }: { toUserId: string; className?: string; children?: ReactNode; onRequested?: (requestId: string) => void; onRejected?: (reason: string) => void; }): React.JSX.Element
165
- - FriendRequestsList (function): function FriendRequestsList({ className, rowClassName, acceptClassName, declineClassName, emptyState, renderRequest, }: { className?: string; rowClassName?: string; acceptClassName?: string; declineClassName?: string; emptyState?: ReactNode; renderRequest?: (request: FriendRequestEntry) => ReactNode…
166
- - PartyMemberRow (function): function PartyMemberRow({ member, className, dotClassName, children, }: { member: PartyMemberEntry; className?: string; dotClassName?: string; children?: ReactNode; }): React.JSX.Element
167
- - PartyFrame (function): function PartyFrame({ className, rowClassName, dotClassName, emptyState, renderMember, }: { className?: string; rowClassName?: string; dotClassName?: string; emptyState?: ReactNode; renderMember?: (member: PartyMemberEntry) => ReactNode; }): React.JSX.Element
168
- - PartyInviteToast (function): function PartyInviteToast({ className, acceptClassName, declineClassName, renderInvite, }: { className?: string; acceptClassName?: string; declineClassName?: string; renderInvite?: (invite: PartyInviteEntry) => ReactNode; }): React.JSX.Element | null
169
- - LeavePartyButton (function): function LeavePartyButton({ className, children, }: { className?: string; children?: ReactNode; }): React.JSX.Element | null
170
- - WorldInviteToast (function): function WorldInviteToast({ className, acceptClassName, declineClassName, onAccepted, renderInvite, }: { className?: string; acceptClassName?: string; declineClassName?: string; onAccepted: (target: WorldInviteTarget) => void; renderInvite?: (invite: WorldInvite) => ReactNode; }): React.JSX.Element …
171
- - InviteToWorldButton (function): function InviteToWorldButton({ toUserId, target, className, children, onInvited, onRejected, }: { toUserId: string; target: WorldInviteTarget; className?: string; children?: ReactNode; onInvited?: (inviteId: string) => void; onRejected?: (reason: string) => void; }): React.JSX.Element
172
- - WorldBrowser (function): function WorldBrowser({ listings, onJoin, className, rowClassName, joinClassName, emptyState, renderListing, }: { listings: readonly SessionListing[]; onJoin: (listing: SessionListing) => void; className?: string; rowClassName?: string; joinClassName?: string; emptyState?: ReactNode; renderListing?:…
173
- - JoinByCode (function): function JoinByCode({ onJoin, className, inputClassName, buttonClassName, placeholder, children, }: { onJoin: (code: string) => void; className?: string; inputClassName?: string; buttonClassName?: string; placeholder?: string; children?: ReactNode; }): React.JSX.Element
174
- - QuickMatchButton (function): function QuickMatchButton({ listings, onJoin, onNoMatch, filter, className, children, }: { listings: readonly SessionListing[]; onJoin: (listing: SessionListing) => void; onNoMatch?: () => void; filter?: MatchFilter; className?: string; children?: ReactNode; }): React.JSX.Element
175
- - EmoteWheel (function): function EmoteWheel({ emotes, radius, open = true, className, emoteClassName, onPlayed, onRejected, renderEmote, }: { emotes: readonly string[]; radius?: number; open?: boolean; className?: string; emoteClassName?: string; onPlayed?: (emoteId: string) => void; onRejected?: (reason: string) => void; …
176
- - useGameStore (function): function useGameStore<T>(selector: (ctx: GameContext) => T): T
177
- - useGame (function): function useGame(): { commands: GameContext["game"]["commands"]; events: GameEvents }
178
- - usePlayer (function): function usePlayer(): { userId: string; isNew: boolean }
179
- - useSceneEntities (function): function useSceneEntities(): readonly SceneEntity[]
180
- - useSceneObjects (function): function useSceneObjects(): readonly SceneObject[]
181
- - useWorldItems (function): function useWorldItems(): readonly WorldItemRecord[]
182
- - useNearestWorldItem (function): function useNearestWorldItem(radius: number): WorldItemRecord | null — Nearest ground item within `radius` of the local player — drives a pickup prompt/highlight.
183
- - useEntityStat (function): function useEntityStat(instanceId: string, statId: string): StatValue | null
184
- - useTarget (function): function useTarget(fromInstanceId: string): string | null
185
- - useInventory (function): function useInventory(inventoryId: string): readonly InventorySlot[]
186
- - useCurrency (function): function useCurrency(currencyId: string): number
187
- - useFeed (function): function useFeed({ action, limit }: { action: string; limit?: number }): FeedEntry[]
188
- - useQuestJournal (function): function useQuestJournal(): QuestInstance[]
189
- - useFriends (function): function useFriends(): FriendEntry[]
190
- - useParty (function): function useParty(): PartyMemberEntry[]
191
- - usePresence (function): function usePresence(userId: string): PresenceInfo
192
- - useWorldInvites (function): function useWorldInvites(): WorldInvite[]
193
- - useChat (function): function useChat(channelId: string, options?: { limit?: number }): ChatMessage[]
194
- - useFriendRequests (function): function useFriendRequests(): FriendRequestEntry[]
195
- - usePartyInvites (function): function usePartyInvites(): PartyInviteEntry[]
196
- - useWorldBrowser (function): function useWorldBrowser(options: { fetchSessions: () => Promise<readonly SessionListing[]>; filter?: MatchFilter; limit?: number; refreshMs?: number; }): WorldBrowserState — Polls a host-supplied session fetcher (e.g. createWsBackend().browse) and filters through matchmaking's browseSessions. fetchSessions must be identity-stable (wrap in useCallback at the call site) or every render refetches.
197
- - useRoster (function): function useRoster(userId?: string): readonly RosterEntry[]
198
- - useLeaderboard (function): function useLeaderboard(stat: string, options: { scope: LeaderboardScope; limit?: number }): { userId: string; value: number }[]
199
- - useLocalPlayerDead (function): function useLocalPlayerDead(healthStatId = "health"): boolean
200
- - localPlayerEntity (function): function localPlayerEntity(ctx: GameContext): SceneEntity | null
201
- - useGameClock (function): function useGameClock(): ClockSnapshot & { controls: SimClock }
202
- - useActivePrompt (function): function useActivePrompt<T extends PositionedPrompt>(prompts?: readonly T[]): T | null
203
- - useAbilitySlots (function): function useAbilitySlots(kit: AbilityKit, resourceAvailable?: number, options?: AbilitySlotBindingOptions): AbilitySlotSnapshot[]
204
- - useAbilitySlot (function): function useAbilitySlot(kit: AbilityKit, slotId: string, resourceAvailable?: number, options?: AbilitySlotBindingOptions): AbilitySlotSnapshot | null
205
- - useEventMeter (function): function useEventMeter(meter: EventMeter, options?: AbilitySlotBindingOptions): EventMeterView
206
- - createHeldKeyTracker (function): function createHeldKeyTracker(target: HeldKeyEventTarget): { isDown: (code: string) => boolean; dispose: () => void; }
207
- - useHeldKeys (function): function useHeldKeys(): (code: string) => boolean — Held-key predicate backed by window keydown/keyup/blur listeners (blur clears held state so a released-off-window key doesn't stick). SSR-safe: listeners attach in an effect, never at module scope. The returned predicate is stable across renders.
208
- - useAxisChannel (function): function useAxisChannel(config: AxisChannelConfig): UseAxisChannelResult — Wires useHeldKeys into a fresh AxisChannel, ready for a per-frame `channel.sample(dt, isDown)`. The channel is recreated when `config` identity changes, so pass a stable config (useMemo/module constant at the call site) unless a rebind is intended.
209
- - WorldBrowserState (interface): interface WorldBrowserState
210
- - AbilitySlotBindingOptions (interface): interface AbilitySlotBindingOptions
211
- - EventMeterView (interface): interface EventMeterView
212
- - UseAxisChannelResult (interface): interface UseAxisChannelResult
213
- - SlotGrid (function): function SlotGrid({ inventoryId, className, renderSlot, }: { inventoryId: string; className?: string; renderSlot?: (slot: InventorySlot, index: number) => ReactNode; }): React.JSX.Element
214
- - HealthBar (function): function HealthBar({ instanceId, statId, className, fillClassName, }: { instanceId: string; statId: string; className?: string; fillClassName?: string; }): React.JSX.Element | null
195
+ - ClerkUserShape (interface): interface ClerkUserShape
196
+ - ClerkUserState (interface): interface ClerkUserState
197
+ - Compass (function): function Compass({ facingYaw, center, markers, width = 340, fov = (Math.PI * 2) / 3, kindStyles = DEFAULT_MARKER_KINDS, className, }: CompassProps): ReactNode — Horizontal compass strip centered on the player's facing direction, with the eight cardinals and optional marker pips (bearing to each `MarkerSet` entry).
198
+ - CompassProps (interface): interface CompassProps
215
199
  - CurrencyPill (function): function CurrencyPill({ currencyId, className }: { currencyId: string; className?: string }): React.JSX.Element
216
- - ProximityPrompt (function): function ProximityPrompt({ prompt, className, }: { prompt: ProximityPromptDef; className?: string; }): React.JSX.Element
217
- - Screen (function): function Screen({ id, open = true, className, children, }: { id: string; open?: boolean; className?: string; children?: ReactNode; }): React.JSX.Element | null
218
- - KeybindRow (function): function KeybindRow({ action, keys, className, }: { action: string; keys: readonly string[]; className?: string; }): React.JSX.Element
219
- - resolveDialogueInvoke (function): function resolveDialogueInvoke(choice: DialogueChoice, result: CheckResult | null): { command: string; args?: unknown } | null
220
- - DialogueBox (function): function DialogueBox({ dialogue, onChoice, rng, className, lineClassName, speakerClassName, choicesClassName, choiceClassName, checkClassName, }: { dialogue: DialogueDef; onChoice?: (choice: DialogueChoice, result: CheckResult | null) => void; rng?: () => number; className?: string; lineClassName?: …
221
- - SkillCheckBar (function): function SkillCheckBar({ config, startedAt, className, trackClassName, zoneClassName, markerClassName, renderStatus, }: { config: SkillCheckConfig; startedAt: number; className?: string; trackClassName?: string; zoneClassName?: string; markerClassName?: string; renderStatus?: (result: SkillCheckResu…
222
- - QteTrack (function): function QteTrack({ steps, startedAt, className, stepClassName, activeClassName, doneClassName, }: { steps: readonly QteStep[]; startedAt: number; className?: string; stepClassName?: string; activeClassName?: string; doneClassName?: string; }): React.JSX.Element
223
- - CaptureOdds (function): function CaptureOdds({ chance, className, fillClassName, }: { chance: number; className?: string; fillClassName?: string; }): React.JSX.Element
224
- - ToastStack (function): function ToastStack({ action, limit = 4, className, renderToast, }: { action: string; limit?: number; className?: string; renderToast?: (entry: FeedEntry, index: number) => ReactNode; }): React.JSX.Element | null
225
200
  - DeathScreen (function): function DeathScreen({ statId = "health", open, className, children, }: { statId?: string; open?: boolean; className?: string; children?: ReactNode; }): React.JSX.Element
226
- - LevelUpFlash (function): function LevelUpFlash({ stat, durationMs = 1600, className, children, renderFlash, }: { stat?: string; durationMs?: number; className?: string; children?: ReactNode; renderFlash?: (event: StatLevelUpEvent) => ReactNode; }): React.JSX.Element | null
201
+ - DialogueBox (function): function DialogueBox({ dialogue, onChoice, rng, className, lineClassName, speakerClassName, choicesClassName, choiceClassName, checkClassName, }: { dialogue: DialogueDef; onChoice?: (choice: DialogueChoice, result: CheckResult | null) => void; rng?: () => number; className?: string; lineClassName?:
227
202
  - DialogueCheck (interface): interface DialogueCheck
228
203
  - DialogueChoice (interface): interface DialogueChoice
229
- - DialogueLine (type): type DialogueLine = { speaker: string; text: string } | { choices: readonly DialogueChoice[] }
230
204
  - DialogueDef (interface): interface DialogueDef
231
- - useEngineState (function): function useEngineState<TState>(store: ReadableEngineStore<TState>): TState
232
- - useEngineStore (function): function useEngineStore<TState, TSelected>(store: ReadableEngineStore<TState>, selector: (state: TState) => TSelected): TSelected
233
- - useEngineEvent (function): function useEngineEvent<TEventMap extends object, K extends keyof TEventMap>(store: EventfulEngineStore<TEventMap>, eventName: K, handler: (payload: TEventMap[K]) => void): void
234
- - ReadableEngineStore (interface): interface ReadableEngineStore<TState>
235
- - EventfulEngineStore (interface): interface EventfulEngineStore<TEventMap extends object>
236
- - useDragLayer (function): function useDragLayer<T>(options?: { onDrop?: (info: DropInfo<T>) => void; }): DragLayer<T>
205
+ - DialogueLine (type): type DialogueLine = { speaker: string; text: string } | { choices: readonly DialogueChoice[] }
206
+ - DisplayProfile (interface): interface DisplayProfile
237
207
  - DragGhost (function): function DragGhost<T>({ layer, className, style, children, }: { layer: DragLayer<T>; className?: string; style?: CSSProperties; children?: (payload: DragPayload<T>) => ReactNode; }): React.JSX.Element | null
238
- - DraggableCard (function): function DraggableCard<T>({ id, value, layer, className, children, onRotate, }: { id: string; value: T; layer: DragLayer<T>; className?: string; children?: ReactNode; onRotate?: boolean; }): React.JSX.Element
239
- - DropZone (function): function DropZone<T>({ id, layer, className, activeClassName, cellSize, children, }: { id: string; layer: DragLayer<T>; className?: string; activeClassName?: string; cellSize?: number; children?: ReactNode; }): React.JSX.Element
208
+ - DragLayer (interface): interface DragLayer<T>
240
209
  - DragPayload (interface): interface DragPayload<T>
241
210
  - DragState (interface): interface DragState<T>
211
+ - DraggableCard (function): function DraggableCard<T>({ id, value, layer, className, children, onRotate, }: { id: string; value: T; layer: DragLayer<T>; className?: string; children?: ReactNode; onRotate?: boolean; }): React.JSX.Element
242
212
  - DropInfo (interface): interface DropInfo<T>
243
- - DragLayer (interface): interface DragLayer<T>
244
- - useDisplayProfile (function): function useDisplayProfile(): DisplayProfile
245
- - DisplayProfile (interface): interface DisplayProfile
246
- - useMarkers (function): function useMarkers(markers: MarkerSet): readonly MapMarker[]
247
- - useFog (function): function useFog(fog: FogField): ReturnType<FogField["cells"]>
248
- - Minimap (function): function Minimap({ markers, center, worldRadius, fog, size = 176, heading = 0, rotate = false, kindStyles = DEFAULT_MARKER_KINDS, background, mapBounds, className, title = "Map", children, }: MinimapProps): ReactNode — Framed circular minimap: optional baked terrain background, reveal-on-event fog overlay, categorized marker icons, and a facing arrow. Reads a core `MarkerSet` / `FogField`; supply your own `kindStyles` palette to reskin.
249
- - Compass (function): function Compass({ heading, center, markers, width = 340, fov = (Math.PI * 2) / 3, kindStyles = DEFAULT_MARKER_KINDS, className, }: CompassProps): ReactNode Horizontal compass strip centered on the player's facing bearing, with the eight cardinals and optional marker pips (bearing to each `MarkerSet` entry).
250
- - WorldMap (function): function WorldMap({ markers, bounds, player, heading = 0, fog, background, width = 520, height, kindStyles = DEFAULT_MARKER_KINDS, className, title = "World Map", onClose, }: WorldMapProps): ReactNode Full-bounds top-down world map (the "press M" overlay): baked terrain background, reveal-on-event fog, all markers with labels, and the player. Rectangular linear projection over the supplied world `bounds`.
251
- - MinimapProps (interface): interface MinimapProps
213
+ - DropZone (function): function DropZone<T>({ id, layer, className, activeClassName, cellSize, children, }: { id: string; layer: DragLayer<T>; className?: string; activeClassName?: string; cellSize?: number; children?: ReactNode; }): React.JSX.Element
214
+ - EmoteWheel (function): function EmoteWheel({ emotes, radius, open = true, className, emoteClassName, onPlayed, onRejected, renderEmote, }: { emotes: readonly string[]; radius?: number; open?: boolean; className?: string; emoteClassName?: string; onPlayed?: (emoteId: string) => void; onRejected?: (reason: string) => void; …
215
+ - EventMeterView (interface): interface EventMeterView
216
+ - EventfulEngineStore (interface): interface EventfulEngineStore<TEventMap extends object>
217
+ - FriendRequestsList (function): function FriendRequestsList({ className, rowClassName, acceptClassName, declineClassName, emptyState, renderRequest, }: { className?: string; rowClassName?: string; acceptClassName?: string; declineClassName?: string; emptyState?: ReactNode; renderRequest?: (request: FriendRequestEntry) => ReactNode…
218
+ - FriendRow (function): function FriendRow({ friend, className, dotClassName, children, }: { friend: FriendEntry; className?: string; dotClassName?: string; children?: ReactNode; }): React.JSX.Element
219
+ - FriendsList (function): function FriendsList({ className, rowClassName, dotClassName, emptyState, renderFriend, }: { className?: string; rowClassName?: string; dotClassName?: string; emptyState?: ReactNode; renderFriend?: (friend: FriendEntry) => ReactNode; }): React.JSX.Element
220
+ - GameIdentityProvider (function): function GameIdentityProvider({ source, children, }: { source: IdentitySource; children?: ReactNode; }): React.JSX.Element
221
+ - GamePreviewComponent (type): type GamePreviewComponent = ComponentType<GamePreviewProps>
222
+ - GamePreviewProps (type): type GamePreviewProps = { className?: string; }
223
+ - GamePreviewStates (type): type GamePreviewStates = Record<string, GamePreviewComponent>
224
+ - GameProvider (function): function GameProvider({ context, children }: { context: GameContext; children?: ReactNode }): React.JSX.Element
225
+ - GameViewportProvider (function): function GameViewportProvider({ platforms, className, style, children, }: { platforms?: readonly HudPlatform[]; className?: string; style?: CSSProperties; children?: ReactNode; }): React.JSX.Element — Provides the shared game viewport layout to everything it wraps. Mount it once around the whole game presentation (world, HUD, controls, system UI) so every subsystem reads one coordinated geometry and registers its rect for collision detection. Publishes live `--jg-viewport-*` / `--jg-visual-viewport-*` / `--jg-safe-*` CSS variables on its root.
226
+ - HealthBar (function): function HealthBar({ instanceId, statId, className, fillClassName, }: { instanceId: string; statId: string; className?: string; fillClassName?: string; }): React.JSX.Element | null
227
+ - HudCanvas (function): function HudCanvas({ layout, editChord, compactScale, showDuring, className, style, children, }: { layout: HudLayoutStore; editChord?: HudEditChord | false; /** Zoom applied to the whole HUD on compact displays. Default 0.85. */ compactScale?: number; /** Opt-in play-phase gate: render the HUD only … — Full-viewport HUD surface. Panels declared with `HudPanel` flow into nine anchor regions and stack automatically with a gap — no per-panel pixel offsets, no manual clearance for sibling panels, the touch-control dock (`--jg-hud-dock-clearance`), or device safe areas. On compact displays the whole surface scales down and each panel applies its `compact` behavior.
228
+ - HudCompactMode (type): type HudCompactMode = "keep" | "chip" | "hide" — How a panel behaves on compact (phone-scale) displays. `keep` stays visible at the global compact scale, `chip` collapses to a small tap-to-expand pill, `hide` unmounts entirely.
229
+ - HudEditChord (interface): interface HudEditChord
230
+ - HudPanel (function): function HudPanel({ id, anchor = "top-left", order, compact: compactMode = "keep", chip, interactive, inset, locked, showDuring, priority, mobileBehavior, allowOverlapWith, collisionGroup, region = true, className, style, children, }: { id: string; anchor?: HudAnchor; /** Stack position within the r… — A HUD block that lives in one of the nine anchor regions. Panels sharing a region stack outward from the screen edge in ascending `order`. On fine pointers panels stay draggable through the edit chord; a dragged panel leaves the flow and keeps its custom placement. On compact displays custom placements are ignored and the `compact` behavior applies.
231
+ - HudViewportContextValue (interface): interface HudViewportContextValue
232
+ - HudViewportProvider (function): function HudViewportProvider({ platforms, config, userScale, children, }: { platforms: readonly HudPlatform[] | undefined; config: HudViewportConfig | undefined; userScale?: number; children?: ReactNode; }): React.JSX.Element — Mounted by the shell around `GameUI` so every `HudCanvas` inside the game picks up the game's `platforms`/`hudFit` declaration and the player's UI scale setting without any game-side wiring.
233
+ - IdentitySource (interface): interface IdentitySource
234
+ - InviteToWorldButton (function): function InviteToWorldButton({ toUserId, target, className, children, onInvited, onRejected, }: { toUserId: string; target: WorldInviteTarget; className?: string; children?: ReactNode; onInvited?: (inviteId: string) => void; onRejected?: (reason: string) => void; }): React.JSX.Element | null
235
+ - JoinByCode (function): function JoinByCode({ onJoin, className, inputClassName, buttonClassName, placeholder, children, }: { onJoin: (code: string) => void; className?: string; inputClassName?: string; buttonClassName?: string; placeholder?: string; children?: ReactNode; }): React.JSX.Element
236
+ - KeybindRow (function): function KeybindRow({ action, keys, className, }: { action: string; keys: readonly string[]; className?: string; }): React.JSX.Element
237
+ - LayoutRegionSpec (type): type LayoutRegionSpec = Omit<LayoutRegion, "rect"> — A region descriptor without its measured rectangle — the caller supplies geometry through `useRegisterLayoutRegion`.
238
+ - LeavePartyButton (function): function LeavePartyButton({ className, children, }: { className?: string; children?: ReactNode; }): React.JSX.Element | null
239
+ - LevelUpFlash (function): function LevelUpFlash({ stat, durationMs = 1600, className, children, renderFlash, }: { stat?: string; durationMs?: number; className?: string; children?: ReactNode; renderFlash?: (event: StatLevelUpEvent) => ReactNode; }): React.JSX.Element | null
252
240
  - MapBounds (interface): interface MapBounds
253
- - CompassProps (interface): interface CompassProps
241
+ - MicToggle (function): function MicToggle({ voice, className, mutedLabel, unmutedLabel, }: { voice: VoiceState; className?: string; mutedLabel?: ReactNode; unmutedLabel?: ReactNode; }): React.JSX.Element
242
+ - Minimap (function): function Minimap({ markers, center, worldRadius, fog, size = 176, facingYaw = 0, rotate = false, kindStyles = DEFAULT_MARKER_KINDS, background, mapBounds, routes, zones, cellStates, onWorldClick, className, title = "Map", children, }: MinimapProps): ReactNode — Framed circular minimap: optional baked terrain background, reveal-on-event fog overlay, categorized marker icons, and a facing arrow. Reads a core `MarkerSet` / `FogField`; supply your own `kindStyles` palette to reskin.
243
+ - MinimapProps (interface): interface MinimapProps
244
+ - PartyFrame (function): function PartyFrame({ className, rowClassName, dotClassName, emptyState, renderMember, }: { className?: string; rowClassName?: string; dotClassName?: string; emptyState?: ReactNode; renderMember?: (member: PartyMemberEntry) => ReactNode; }): React.JSX.Element
245
+ - PartyInviteToast (function): function PartyInviteToast({ className, acceptClassName, declineClassName, renderInvite, }: { className?: string; acceptClassName?: string; declineClassName?: string; renderInvite?: (invite: PartyInviteEntry) => ReactNode; }): React.JSX.Element | null
246
+ - PartyMemberRow (function): function PartyMemberRow({ member, className, dotClassName, children, }: { member: PartyMemberEntry; className?: string; dotClassName?: string; children?: ReactNode; }): React.JSX.Element
247
+ - PresenceDot (function): function PresenceDot({ userId, className }: { userId: string; className?: string }): React.JSX.Element
248
+ - ProximityPrompt (function): function ProximityPrompt({ prompt, className, }: { prompt: ProximityPromptDef; className?: string; }): React.JSX.Element
249
+ - PushToTalkButton (function): function PushToTalkButton({ voice, className, children, }: { voice: VoiceState; className?: string; children?: ReactNode; }): React.JSX.Element
250
+ - QteTrack (function): function QteTrack({ steps, startedAt, className, stepClassName, activeClassName, doneClassName, }: { steps: readonly QteStep[]; startedAt: number; className?: string; stepClassName?: string; activeClassName?: string; doneClassName?: string; }): React.JSX.Element
251
+ - QuickMatchButton (function): function QuickMatchButton({ listings, onJoin, onNoMatch, filter, className, children, }: { listings: readonly SessionListing[]; onJoin: (listing: SessionListing) => void; onNoMatch?: () => void; filter?: MatchFilter; className?: string; children?: ReactNode; }): React.JSX.Element
252
+ - ReadableEngineStore (interface): interface ReadableEngineStore<TState>
253
+ - RegionRecord (interface): interface RegionRecord extends LayoutRegion — A region registration: the full `LayoutRegion` plus the live element (dev outlining), rect measured by the shell/react side.
254
+ - RequireSession (function): function RequireSession({ fallback, loading, children, }: { fallback?: ReactNode; loading?: ReactNode; children?: ReactNode; }): React.JSX.Element
255
+ - RotateDeviceScreen (function): function RotateDeviceScreen({ title = "Turn your device", description, requiredOrientation = "landscape", accent = "var(--jg-accent, #8ea2ff)", icon, className, style, }: { /** Short headline. */ title?: string; /** One concise explanatory line. Defaults from `requiredOrientation`. */ description?: … — Full-viewport, non-dismissible rotate-device gate shown when a game requires an orientation the device isn't in.
256
+ - Screen (function): function Screen({ id, open = true, className, children, }: { id: string; open?: boolean; className?: string; children?: ReactNode; }): React.JSX.Element | null
257
+ - SettingsActionView (interface): interface SettingsActionView — A resolved game-state action — `run` is already bound to the game context and closes the menu.
258
+ - SettingsCategoryView (interface): interface SettingsCategoryView — A settings menu category with its rows and keybinds, ready to render.
259
+ - SettingsController (interface): interface SettingsController — The live settings controller — every category/row/keybind/action plus open-state. Render it any way you like or drive the engine menu.
260
+ - SettingsControllerProvider (function): function SettingsControllerProvider({ controller, children, }: { controller: SettingsController; children: ReactNode; }): React.JSX.Element
261
+ - SettingsKeybindRow (interface): interface SettingsKeybindRow — One rebindable action row rendered in the controls settings category.
262
+ - SettingsProvider (function): function SettingsProvider({ store, children }: { store: SettingsStore; children: ReactNode }): React.JSX.Element
263
+ - SettingsRow (interface): interface SettingsRow — One editable setting rendered in a settings menu category.
264
+ - SettingsTrigger (function): function SettingsTrigger({ className, children, label = "Settings", }: { className?: string; children?: ReactNode; label?: string; }): React.JSX.Element | null — Inline settings entry — drop it anywhere in your game's menu or HUD; it opens the themed settings menu. Headless: pass `className` for placement/skin and `children` to replace the default gear glyph. Renders nothing when the game has no settings to show, so it never leaves a dead button behind.
265
+ - SignOutButton (function): function SignOutButton({ className, children, }: { className?: string; children?: ReactNode; }): React.JSX.Element | null
266
+ - SkillCheckBar (function): function SkillCheckBar({ config, startedAt, className, trackClassName, zoneClassName, markerClassName, renderStatus, }: { config: SkillCheckConfig; startedAt: number; className?: string; trackClassName?: string; zoneClassName?: string; markerClassName?: string; renderStatus?: (result: SkillCheckResu…
267
+ - SlotGrid (function): function SlotGrid({ inventoryId, className, renderSlot, }: { inventoryId: string; className?: string; renderSlot?: (slot: InventorySlot, index: number) => ReactNode; }): React.JSX.Element
268
+ - SpeakingIndicator (function): function SpeakingIndicator({ voice, userId, className, threshold = 0.01, children, }: { voice: VoiceState; userId: string; className?: string; threshold?: number; children?: ReactNode; }): React.JSX.Element
269
+ - ToastStack (function): function ToastStack({ action, limit = 4, className, renderToast, }: { action: string; limit?: number; className?: string; renderToast?: (entry: FeedEntry, index: number) => ReactNode; }): React.JSX.Element | null
270
+ - UseAxisChannelResult (interface): interface UseAxisChannelResult
271
+ - UseVoiceOptions (interface): interface UseVoiceOptions
272
+ - UserBadge (function): function UserBadge({ className, avatarClassName, nameClassName, renderBadge, }: { className?: string; avatarClassName?: string; nameClassName?: string; renderBadge?: (session: AuthSession) => ReactNode; }): React.JSX.Element | null
273
+ - ViewportMetrics (interface): interface ViewportMetrics — Live viewport rectangles: the layout viewport and the visible `visualViewport`.
274
+ - VoiceRoster (function): function VoiceRoster({ voice, className, participantClassName, renderParticipant, }: { voice: VoiceState; className?: string; participantClassName?: string; renderParticipant?: (participant: VoiceParticipant, gain: number) => ReactNode; }): React.JSX.Element
275
+ - VoiceState (interface): interface VoiceState
276
+ - WorldBrowser (function): function WorldBrowser({ listings, onJoin, className, rowClassName, joinClassName, emptyState, renderListing, }: { listings: readonly SessionListing[]; onJoin: (listing: SessionListing) => void; className?: string; rowClassName?: string; joinClassName?: string; emptyState?: ReactNode; renderListing?:…
277
+ - WorldBrowserState (interface): interface WorldBrowserState
278
+ - WorldInviteToast (function): function WorldInviteToast({ className, acceptClassName, declineClassName, onAccepted, renderInvite, }: { className?: string; acceptClassName?: string; declineClassName?: string; onAccepted: (target: WorldInviteTarget) => void; renderInvite?: (invite: WorldInvite) => ReactNode; }): React.JSX.Element …
279
+ - WorldMap (function): function WorldMap({ markers, bounds, player, facingYaw = 0, fog, background, width = 520, height, kindStyles = DEFAULT_MARKER_KINDS, routes, zones, cellStates, onWorldClick, className, title = "World Map", onClose, }: WorldMapProps): ReactNode — Full-bounds top-down world map (the "press M" overlay): baked terrain background, reveal-on-event fog, all markers with labels, and the player. Rectangular linear projection over the supplied world `bounds`.
254
280
  - WorldMapProps (interface): interface WorldMapProps
281
+ - abilityKitNeedsHeartbeat (function): function abilityKitNeedsHeartbeat(kit: AbilityKit, resourceAvailable?: number): boolean
282
+ - betterAuthIdentity (function): function betterAuthIdentity(state: BetterAuthSessionState, options?: { signOut?: () => void }): IdentitySource
283
+ - chatTransportFromSync (function): function chatTransportFromSync(sync: ChatSync): ChatTransport — Lifts a callback-style ChatSync (e.g. createWsBackend().chatSyncFor(serverId)) into the hook-shaped ChatTransport contract. Create once per sync — outside render or inside useMemo — so subscriptions survive re-renders.
284
+ - clerkIdentity (function): function clerkIdentity(state: ClerkUserState, options?: { signOut?: () => void }): IdentitySource
285
+ - createHeldKeyTracker (function): function createHeldKeyTracker(target: HeldKeyEventTarget): { isDown: (code: string) => boolean; dispose: () => void; }
286
+ - eventMeterNeedsHeartbeat (function): function eventMeterNeedsHeartbeat(meter: EventMeter, previous: EventMeterView | null): boolean
287
+ - guestIdentity (function): function guestIdentity(seed?: string): IdentitySource
288
+ - hudVisibleInPhase (function): function hudVisibleInPhase(showDuring: readonly GamePhase[] | undefined, phase: GamePhase): boolean — Whether a HUD element opted into `showDuring` is visible in the current phase; `undefined` = always visible (default).
289
+ - latestChatBubbles (function): function latestChatBubbles(messages: readonly ChatMessage[], nowMs: number, ttlMs: number): ChatBubble[]
290
+ - localPlayerEntity (function): function localPlayerEntity(ctx: GameContext): SceneEntity | null
291
+ - paintQteStepDom (function): function paintQteStepDom(elements: ReadonlyMap<string, HTMLElement>, steps: readonly QteStep[], elapsed: number, activeId: string | null, stepClassName?: string, activeClassName?: string, doneClassName?: string): void
292
+ - paintSkillCheckDom (function): function paintSkillCheckDom(root: HTMLElement, zone: HTMLElement, marker: HTMLElement, config: SkillCheckConfig, result: SkillCheckResult): void
293
+ - resolveDialogueInvoke (function): function resolveDialogueInvoke(choice: DialogueChoice, result: CheckResult | null): { command: string; args?: unknown } | null
294
+ - useAbilitySlot (function): function useAbilitySlot(kit: AbilityKit, slotId: string, resourceAvailable?: number, options?: AbilitySlotBindingOptions): AbilitySlotSnapshot | null
295
+ - useAbilitySlots (function): function useAbilitySlots(kit: AbilityKit, resourceAvailable?: number, options?: AbilitySlotBindingOptions): AbilitySlotSnapshot[]
296
+ - useActivePrompt (function): function useActivePrompt<T extends PositionedPrompt>(prompts?: readonly T[]): T | null
297
+ - useAuthedPlayer (function): function useAuthedPlayer(options?: { guestSeed?: string }): PlayerIdentity | null
298
+ - useAxisChannel (function): function useAxisChannel(config: AxisChannelConfig): UseAxisChannelResult — Wires useHeldKeys into a fresh AxisChannel, ready for a per-frame `channel.sample(dt, isDown)`. The channel is recreated when `config` identity changes, so pass a stable config (useMemo/module constant at the call site) unless a rebind is intended.
299
+ - useChat (function): function useChat(channelId: string, options?: { limit?: number }): ChatMessage[]
300
+ - useChatBubbles (function): function useChatBubbles(options?: ChatBubblesOptions): readonly ChatBubble[]
301
+ - useCurrency (function): function useCurrency(currencyId: string): number
302
+ - useDisplayProfile (function): function useDisplayProfile(): DisplayProfile
303
+ - useDragLayer (function): function useDragLayer<T>(options?: { onDrop?: (info: DropInfo<T>) => void; }): DragLayer<T>
304
+ - useEngineEvent (function): function useEngineEvent<TEventMap extends object, K extends keyof TEventMap>(store: EventfulEngineStore<TEventMap>, eventName: K, handler: (payload: TEventMap[K]) => void): void
305
+ - useEngineState (function): function useEngineState<TState>(store: ReadableEngineStore<TState>): TState
306
+ - useEngineStore (function): function useEngineStore<TState, TSelected>(store: ReadableEngineStore<TState>, selector: (state: TState) => TSelected, isEqual: (previous: TSelected, next: TSelected) => boolean = Object.is): TSelected
307
+ - useEntityChatBubble (function): function useEntityChatBubble(instanceId: string, options?: ChatBubblesOptions): ChatBubble | null
308
+ - useEntityStat (function): function useEntityStat(instanceId: string, statId: string): StatValue | null
309
+ - useEventMeter (function): function useEventMeter(meter: EventMeter, options?: AbilitySlotBindingOptions): EventMeterView
310
+ - useFeed (function): function useFeed({ action, limit }: { action: string; limit?: number }): FeedEntry[]
311
+ - useFog (function): function useFog(fog: FogField): ReturnType<FogField["cells"]>
312
+ - useFriendRequests (function): function useFriendRequests(): FriendRequestEntry[]
313
+ - useFriends (function): function useFriends(): FriendEntry[]
314
+ - useGame (function): function useGame(): { commands: GameContext["game"]["commands"]; events: GameEvents }
315
+ - useGameClock (function): function useGameClock(): ClockSnapshot & { controls: SimClock }
316
+ - useGameContext (function): function useGameContext(): GameContext
317
+ - useGameLayoutMode (function): function useGameLayoutMode(): GameLayoutMode — The resolved explicit composition mode (`desktop-wide` … `mobile-portrait`).
318
+ - useGameOrientation (function): function useGameOrientation(): LayoutOrientation — The live device orientation.
319
+ - useGamePhase (function): function useGamePhase(): { phase: GamePhase; setPhase: (phase: GamePhase) => void } — Live run phase + a setter that also gates the shell's touch controls. `menu`/`paused`/`ended` hide the touch dock; `playing` shows it.
320
+ - useGameStore (function): function useGameStore<T>(selector: (ctx: GameContext) => T, isEqual: (previous: T, next: T) => boolean = Object.is): T
321
+ - useGameViewportLayout (function): function useGameViewportLayout(): GameViewportLayout — The live shared viewport layout. Returns a neutral default outside a `GameViewportProvider` so it never throws in previews.
322
+ - useHasSettings (function): function useHasSettings(): boolean — True when the game has any setting or game-action to show — gate your own settings entry on it.
323
+ - useHeldKeys (function): function useHeldKeys(): (code: string) => boolean — Held-key predicate backed by window keydown/keyup/blur listeners (blur clears held state so a released-off-window key doesn't stick). SSR-safe: listeners attach in an effect, never at module scope. The returned predicate is stable across renders.
324
+ - useHudLayout (function): function useHudLayout(options?: { storageKey?: string; snap?: number; locked?: boolean; }): HudLayoutStore
325
+ - useHudViewport (function): function useHudViewport(): HudViewportContextValue | null
326
+ - useInventory (function): function useInventory(inventoryId: string): readonly InventorySlot[]
327
+ - useLayoutCollisions (function): function useLayoutCollisions(): readonly LayoutCollision[] — Live forbidden/warned region collisions (empty outside a provider).
328
+ - useLeaderboard (function): function useLeaderboard(stat: string, options: { scope: LeaderboardScope; limit?: number }): { userId: string; value: number }[]
329
+ - useLocalPlayerDead (function): function useLocalPlayerDead(healthStatId = "health"): boolean
330
+ - useMarkers (function): function useMarkers(markers: MarkerSet): readonly MapMarker[]
331
+ - useNearestWorldItem (function): function useNearestWorldItem(radius: number): WorldItemRecord | null — Nearest ground item within `radius` of the local player — drives a pickup prompt/highlight.
332
+ - useOptionalGameContext (function): function useOptionalGameContext(): GameContext | null — The game context if a `GameProvider` is present, otherwise `null` — for chrome that may render outside a running game (showcases, previews).
333
+ - useOptionalGamePhase (function): function useOptionalGamePhase(): GamePhase — Live run phase that degrades to `"playing"` when rendered outside a `GameProvider` (component showcases, previews), so phase-gated chrome never throws.
334
+ - useParty (function): function useParty(): PartyMemberEntry[]
335
+ - usePartyInvites (function): function usePartyInvites(): PartyInviteEntry[]
336
+ - usePlayer (function): function usePlayer(): { userId: string; isNew: boolean }
337
+ - usePresence (function): function usePresence(userId: string): PresenceInfo
338
+ - useQuestJournal (function): function useQuestJournal(): QuestInstance[]
339
+ - useRegisterLayoutRegion (function): function useRegisterLayoutRegion(spec: LayoutRegionSpec, ref: RefObject<HTMLElement | null>, enabled = true): void — Register the element behind `ref` as a layout region and keep its measured rectangle live (ResizeObserver + viewport changes). No-op outside a `GameViewportProvider`, so a component using it still works in isolation.
340
+ - useReservedControlZones (function): function useReservedControlZones(): readonly LayoutRect[] — Rectangles reserved by touch controls and system UI — HUD placement should avoid these.
341
+ - useRoster (function): function useRoster(userId?: string): readonly RosterEntry[]
342
+ - useSceneEntities (function): function useSceneEntities(): readonly SceneEntity[]
343
+ - useSceneObjects (function): function useSceneObjects(): readonly SceneObject[]
344
+ - useSession (function): function useSession(): IdentitySource
345
+ - useSetting (function): function useSetting<T extends SettingValue>(id: string, fallback: T): readonly [T, (value: SettingValue) => void] — Read + write one persisted setting; re-renders when the value changes anywhere.
346
+ - useSettings (function): function useSettings(): SettingsController — The engine settings controller for the current game — render your own settings UI from `categories`, or open the built-in menu with `open()`. Null-safe stub when mounted outside the shell.
347
+ - useSettingsStore (function): function useSettingsStore(): SettingsStore — The shared settings store, or a standalone one when no provider is mounted (game code read outside the shell).
348
+ - useTarget (function): function useTarget(fromInstanceId: string): string | null
349
+ - useViewportMetrics (function): function useViewportMetrics(): ViewportMetrics — Live visible viewport, tracking `window.visualViewport` (mobile browser chrome, pinch-zoom) with a layout-viewport fallback.
350
+ - useVoice (function): function useVoice(options?: UseVoiceOptions): VoiceState — Mic capture + push-to-talk + channel roster over the VoiceTransport signaling seam. Transmission gates the captured tracks' `enabled` flag; the media plane that actually moves audio bytes (WebRTC/SFU) stays behind the transport, host-supplied. Call once per voice channel and hand the returned state to the voice components.
351
+ - useWorldBrowser (function): function useWorldBrowser(options: { fetchSessions: () => Promise<readonly SessionListing[]>; filter?: MatchFilter; limit?: number; refreshMs?: number; }): WorldBrowserState — Polls a host-supplied session fetcher (e.g. createWsBackend().browse) and filters through matchmaking's browseSessions. fetchSessions must be identity-stable (wrap in useCallback at the call site) or every render refetches.
352
+ - useWorldInvites (function): function useWorldInvites(): WorldInvite[]
353
+ - useWorldItems (function): function useWorldItems(): readonly WorldItemRecord[]
255
354
 
256
355
  ### @jgengine/react/liveBind
257
356
 
258
- - useFrameBind (function): function useFrameBind<T, E extends Element = Element>(ref: { current: E | null }, get: () => T, apply: (value: T, element: E) => void): void Drive a DOM/SVG element from a per-frame value without re-rendering React. Runs one requestAnimationFrame loop, reads `get()` each frame, and calls `apply(value, element)` so HUDs bound to live engine state (speed, pose) never re-render and never lag. `get`/`apply` may change without restarting.
259
- - LiveText (function): function LiveText({ get, format, className, style, }: { get: () => number | string; format?: (value: number | string) => string; className?: string; style?: CSSProperties; }): React.JSX.Element — A `<span>` whose text tracks a live value every frame (the 90% case of useFrameBind). `<LiveText get={() => groundSpeed(car) * KMH} format={Math.round} />`.
357
+ - LiveText (function): function LiveText({ get, format, className, style, }: { get: () => number | string; format?: (value: number | string) => string; className?: string; style?: CSSProperties; }): React.JSX.Element
358
+ - frameBindSubscriberCount (function): function frameBindSubscriberCount(): number
359
+ - subscribeFrameBind (function): function subscribeFrameBind(subscriber: FrameSubscriber): () => void
360
+ - useFrameBind (function): function useFrameBind<T, E extends Element = Element>(ref: { current: E | null }, get: () => T, apply: (value: T, element: E) => void): void
260
361
 
261
362
  ### @jgengine/react/map
262
363
 
263
- - useMarkers (function): function useMarkers(markers: MarkerSet): readonly MapMarker[]
264
- - useFog (function): function useFog(fog: FogField): ReturnType<FogField["cells"]>
265
- - Minimap (function): function Minimap({ markers, center, worldRadius, fog, size = 176, heading = 0, rotate = false, kindStyles = DEFAULT_MARKER_KINDS, background, mapBounds, className, title = "Map", children, }: MinimapProps): ReactNode — Framed circular minimap: optional baked terrain background, reveal-on-event fog overlay, categorized marker icons, and a facing arrow. Reads a core `MarkerSet` / `FogField`; supply your own `kindStyles` palette to reskin.
266
- - Compass (function): function Compass({ heading, center, markers, width = 340, fov = (Math.PI * 2) / 3, kindStyles = DEFAULT_MARKER_KINDS, className, }: CompassProps): ReactNode — Horizontal compass strip centered on the player's facing bearing, with the eight cardinals and optional marker pips (bearing to each `MarkerSet` entry).
267
- - WorldMap (function): function WorldMap({ markers, bounds, player, heading = 0, fog, background, width = 520, height, kindStyles = DEFAULT_MARKER_KINDS, className, title = "World Map", onClose, }: WorldMapProps): ReactNode — Full-bounds top-down world map (the "press M" overlay): baked terrain background, reveal-on-event fog, all markers with labels, and the player. Rectangular linear projection over the supplied world `bounds`.
268
- - MinimapProps (interface): interface MinimapProps
269
- - MapBounds (interface): interface MapBounds
364
+ - Compass (function): function Compass({ facingYaw, center, markers, width = 340, fov = (Math.PI * 2) / 3, kindStyles = DEFAULT_MARKER_KINDS, className, }: CompassProps): ReactNode — Horizontal compass strip centered on the player's facing direction, with the eight cardinals and optional marker pips (bearing to each `MarkerSet` entry).
270
365
  - CompassProps (interface): interface CompassProps
366
+ - MapBounds (interface): interface MapBounds
367
+ - Minimap (function): function Minimap({ markers, center, worldRadius, fog, size = 176, facingYaw = 0, rotate = false, kindStyles = DEFAULT_MARKER_KINDS, background, mapBounds, routes, zones, cellStates, onWorldClick, className, title = "Map", children, }: MinimapProps): ReactNode — Framed circular minimap: optional baked terrain background, reveal-on-event fog overlay, categorized marker icons, and a facing arrow. Reads a core `MarkerSet` / `FogField`; supply your own `kindStyles` palette to reskin.
368
+ - MinimapProps (interface): interface MinimapProps
369
+ - WorldMap (function): function WorldMap({ markers, bounds, player, facingYaw = 0, fog, background, width = 520, height, kindStyles = DEFAULT_MARKER_KINDS, routes, zones, cellStates, onWorldClick, className, title = "World Map", onClose, }: WorldMapProps): ReactNode — Full-bounds top-down world map (the "press M" overlay): baked terrain background, reveal-on-event fog, all markers with labels, and the player. Rectangular linear projection over the supplied world `bounds`.
271
370
  - WorldMapProps (interface): interface WorldMapProps
371
+ - useFog (function): function useFog(fog: FogField): ReturnType<FogField["cells"]>
372
+ - useMarkers (function): function useMarkers(markers: MarkerSet): readonly MapMarker[]
373
+
374
+ ### @jgengine/react/preview
375
+
376
+ - GamePreviewComponent (type): type GamePreviewComponent = ComponentType<GamePreviewProps>
377
+ - GamePreviewProps (type): type GamePreviewProps = { className?: string; }
378
+ - GamePreviewStates (type): type GamePreviewStates = Record<string, GamePreviewComponent>
379
+
380
+ ### @jgengine/react/provider
381
+
382
+ - GameProvider (function): function GameProvider({ context, children }: { context: GameContext; children?: ReactNode }): React.JSX.Element
383
+ - useGameContext (function): function useGameContext(): GameContext
384
+ - useOptionalGameContext (function): function useOptionalGameContext(): GameContext | null — The game context if a `GameProvider` is present, otherwise `null` — for chrome that may render outside a running game (showcases, previews).
385
+
386
+ ### @jgengine/react/rotateDevice
387
+
388
+ - RotateDeviceScreen (function): function RotateDeviceScreen({ title = "Turn your device", description, requiredOrientation = "landscape", accent = "var(--jg-accent, #8ea2ff)", icon, className, style, }: { /** Short headline. */ title?: string; /** One concise explanatory line. Defaults from `requiredOrientation`. */ description?: … — Full-viewport, non-dismissible rotate-device gate shown when a game requires an orientation the device isn't in.
389
+
390
+ ### @jgengine/react/selectSnapshot
272
391
 
273
- ### @jgengine/react/provider
392
+ - SelectCache (type): type SelectCache<TSnapshot, TSelected> = { ready: boolean; snapshot: TSnapshot; value: TSelected; }
393
+ - createSelectCache (function): function createSelectCache<TSnapshot, TSelected>(): SelectCache<TSnapshot, TSelected>
394
+ - readSelectSnapshot (function): function readSelectSnapshot<TSnapshot, TSelected>(cache: SelectCache<TSnapshot, TSelected>, snapshot: TSnapshot, select: (snapshot: TSnapshot) => TSelected, isEqual: (previous: TSelected, next: TSelected) => boolean = Object.is): TSelected
274
395
 
275
- - GameProvider (function): function GameProvider({ context, children }: { context: GameContext; children?: ReactNode }): React.JSX.Element
276
- - useGameContext (function): function useGameContext(): GameContext
396
+ ### @jgengine/react/settings
397
+
398
+ - SettingsActionView (interface): interface SettingsActionView — A resolved game-state action — `run` is already bound to the game context and closes the menu.
399
+ - SettingsCategoryView (interface): interface SettingsCategoryView — A settings menu category with its rows and keybinds, ready to render.
400
+ - SettingsController (interface): interface SettingsController — The live settings controller — every category/row/keybind/action plus open-state. Render it any way you like or drive the engine menu.
401
+ - SettingsControllerProvider (function): function SettingsControllerProvider({ controller, children, }: { controller: SettingsController; children: ReactNode; }): React.JSX.Element
402
+ - SettingsKeybindRow (interface): interface SettingsKeybindRow — One rebindable action row rendered in the controls settings category.
403
+ - SettingsProvider (function): function SettingsProvider({ store, children }: { store: SettingsStore; children: ReactNode }): React.JSX.Element
404
+ - SettingsRow (interface): interface SettingsRow — One editable setting rendered in a settings menu category.
405
+ - SettingsTrigger (function): function SettingsTrigger({ className, children, label = "Settings", }: { className?: string; children?: ReactNode; label?: string; }): React.JSX.Element | null — Inline settings entry — drop it anywhere in your game's menu or HUD; it opens the themed settings menu. Headless: pass `className` for placement/skin and `children` to replace the default gear glyph. Renders nothing when the game has no settings to show, so it never leaves a dead button behind.
406
+ - useHasSettings (function): function useHasSettings(): boolean — True when the game has any setting or game-action to show — gate your own settings entry on it.
407
+ - useSetting (function): function useSetting<T extends SettingValue>(id: string, fallback: T): readonly [T, (value: SettingValue) => void] — Read + write one persisted setting; re-renders when the value changes anywhere.
408
+ - useSettings (function): function useSettings(): SettingsController — The engine settings controller for the current game — render your own settings UI from `categories`, or open the built-in menu with `open()`. Null-safe stub when mounted outside the shell.
409
+ - useSettingsStore (function): function useSettingsStore(): SettingsStore — The shared settings store, or a standalone one when no provider is mounted (game code read outside the shell).
410
+
411
+ ### @jgengine/react/skillCheckPaint
412
+
413
+ - paintQteStepDom (function): function paintQteStepDom(elements: ReadonlyMap<string, HTMLElement>, steps: readonly QteStep[], elapsed: number, activeId: string | null, stepClassName?: string, activeClassName?: string, doneClassName?: string): void
414
+ - paintSkillCheckDom (function): function paintSkillCheckDom(root: HTMLElement, zone: HTMLElement, marker: HTMLElement, config: SkillCheckConfig, result: SkillCheckResult): void
277
415
 
278
416
  ### @jgengine/react/social
279
417
 
280
- - PresenceDot (function): function PresenceDot({ userId, className }: { userId: string; className?: string }): React.JSX.Element
418
+ - AddFriendButton (function): function AddFriendButton({ toUserId, className, children, onRequested, onRejected, }: { toUserId: string; className?: string; children?: ReactNode; onRequested?: (requestId: string) => void; onRejected?: (reason: string) => void; }): React.JSX.Element | null
419
+ - EmoteWheel (function): function EmoteWheel({ emotes, radius, open = true, className, emoteClassName, onPlayed, onRejected, renderEmote, }: { emotes: readonly string[]; radius?: number; open?: boolean; className?: string; emoteClassName?: string; onPlayed?: (emoteId: string) => void; onRejected?: (reason: string) => void; …
420
+ - FriendRequestsList (function): function FriendRequestsList({ className, rowClassName, acceptClassName, declineClassName, emptyState, renderRequest, }: { className?: string; rowClassName?: string; acceptClassName?: string; declineClassName?: string; emptyState?: ReactNode; renderRequest?: (request: FriendRequestEntry) => ReactNode…
281
421
  - FriendRow (function): function FriendRow({ friend, className, dotClassName, children, }: { friend: FriendEntry; className?: string; dotClassName?: string; children?: ReactNode; }): React.JSX.Element
282
422
  - FriendsList (function): function FriendsList({ className, rowClassName, dotClassName, emptyState, renderFriend, }: { className?: string; rowClassName?: string; dotClassName?: string; emptyState?: ReactNode; renderFriend?: (friend: FriendEntry) => ReactNode; }): React.JSX.Element
283
- - AddFriendButton (function): function AddFriendButton({ toUserId, className, children, onRequested, onRejected, }: { toUserId: string; className?: string; children?: ReactNode; onRequested?: (requestId: string) => void; onRejected?: (reason: string) => void; }): React.JSX.Element
284
- - FriendRequestsList (function): function FriendRequestsList({ className, rowClassName, acceptClassName, declineClassName, emptyState, renderRequest, }: { className?: string; rowClassName?: string; acceptClassName?: string; declineClassName?: string; emptyState?: ReactNode; renderRequest?: (request: FriendRequestEntry) => ReactNode…
285
- - PartyMemberRow (function): function PartyMemberRow({ member, className, dotClassName, children, }: { member: PartyMemberEntry; className?: string; dotClassName?: string; children?: ReactNode; }): React.JSX.Element
423
+ - InviteToWorldButton (function): function InviteToWorldButton({ toUserId, target, className, children, onInvited, onRejected, }: { toUserId: string; target: WorldInviteTarget; className?: string; children?: ReactNode; onInvited?: (inviteId: string) => void; onRejected?: (reason: string) => void; }): React.JSX.Element | null
424
+ - JoinByCode (function): function JoinByCode({ onJoin, className, inputClassName, buttonClassName, placeholder, children, }: { onJoin: (code: string) => void; className?: string; inputClassName?: string; buttonClassName?: string; placeholder?: string; children?: ReactNode; }): React.JSX.Element
425
+ - LeavePartyButton (function): function LeavePartyButton({ className, children, }: { className?: string; children?: ReactNode; }): React.JSX.Element | null
286
426
  - PartyFrame (function): function PartyFrame({ className, rowClassName, dotClassName, emptyState, renderMember, }: { className?: string; rowClassName?: string; dotClassName?: string; emptyState?: ReactNode; renderMember?: (member: PartyMemberEntry) => ReactNode; }): React.JSX.Element
287
427
  - PartyInviteToast (function): function PartyInviteToast({ className, acceptClassName, declineClassName, renderInvite, }: { className?: string; acceptClassName?: string; declineClassName?: string; renderInvite?: (invite: PartyInviteEntry) => ReactNode; }): React.JSX.Element | null
288
- - LeavePartyButton (function): function LeavePartyButton({ className, children, }: { className?: string; children?: ReactNode; }): React.JSX.Element | null
289
- - WorldInviteToast (function): function WorldInviteToast({ className, acceptClassName, declineClassName, onAccepted, renderInvite, }: { className?: string; acceptClassName?: string; declineClassName?: string; onAccepted: (target: WorldInviteTarget) => void; renderInvite?: (invite: WorldInvite) => ReactNode; }): React.JSX.Element
290
- - InviteToWorldButton (function): function InviteToWorldButton({ toUserId, target, className, children, onInvited, onRejected, }: { toUserId: string; target: WorldInviteTarget; className?: string; children?: ReactNode; onInvited?: (inviteId: string) => void; onRejected?: (reason: string) => void; }): React.JSX.Element
291
- - WorldBrowser (function): function WorldBrowser({ listings, onJoin, className, rowClassName, joinClassName, emptyState, renderListing, }: { listings: readonly SessionListing[]; onJoin: (listing: SessionListing) => void; className?: string; rowClassName?: string; joinClassName?: string; emptyState?: ReactNode; renderListing?:…
292
- - JoinByCode (function): function JoinByCode({ onJoin, className, inputClassName, buttonClassName, placeholder, children, }: { onJoin: (code: string) => void; className?: string; inputClassName?: string; buttonClassName?: string; placeholder?: string; children?: ReactNode; }): React.JSX.Element
428
+ - PartyMemberRow (function): function PartyMemberRow({ member, className, dotClassName, children, }: { member: PartyMemberEntry; className?: string; dotClassName?: string; children?: ReactNode; }): React.JSX.Element
429
+ - PresenceDot (function): function PresenceDot({ userId, className }: { userId: string; className?: string }): React.JSX.Element
293
430
  - QuickMatchButton (function): function QuickMatchButton({ listings, onJoin, onNoMatch, filter, className, children, }: { listings: readonly SessionListing[]; onJoin: (listing: SessionListing) => void; onNoMatch?: () => void; filter?: MatchFilter; className?: string; children?: ReactNode; }): React.JSX.Element
294
- - EmoteWheel (function): function EmoteWheel({ emotes, radius, open = true, className, emoteClassName, onPlayed, onRejected, renderEmote, }: { emotes: readonly string[]; radius?: number; open?: boolean; className?: string; emoteClassName?: string; onPlayed?: (emoteId: string) => void; onRejected?: (reason: string) => void;
431
+ - WorldBrowser (function): function WorldBrowser({ listings, onJoin, className, rowClassName, joinClassName, emptyState, renderListing, }: { listings: readonly SessionListing[]; onJoin: (listing: SessionListing) => void; className?: string; rowClassName?: string; joinClassName?: string; emptyState?: ReactNode; renderListing?:…
432
+ - WorldInviteToast (function): function WorldInviteToast({ className, acceptClassName, declineClassName, onAccepted, renderInvite, }: { className?: string; acceptClassName?: string; declineClassName?: string; onAccepted: (target: WorldInviteTarget) => void; renderInvite?: (invite: WorldInvite) => ReactNode; }): React.JSX.Element …
295
433
 
296
434
  ### @jgengine/react/voice
297
435
 
298
- - useVoice (function): function useVoice(options?: UseVoiceOptions): VoiceState — Mic capture + push-to-talk + channel roster over the VoiceTransport signaling seam. Transmission gates the captured tracks' `enabled` flag; the media plane that actually moves audio bytes (WebRTC/SFU) stays behind the transport, host-supplied. Call once per voice channel and hand the returned state to the voice components.
299
- - PushToTalkButton (function): function PushToTalkButton({ voice, className, children, }: { voice: VoiceState; className?: string; children?: ReactNode; }): React.JSX.Element
300
436
  - MicToggle (function): function MicToggle({ voice, className, mutedLabel, unmutedLabel, }: { voice: VoiceState; className?: string; mutedLabel?: ReactNode; unmutedLabel?: ReactNode; }): React.JSX.Element
437
+ - PushToTalkButton (function): function PushToTalkButton({ voice, className, children, }: { voice: VoiceState; className?: string; children?: ReactNode; }): React.JSX.Element
301
438
  - SpeakingIndicator (function): function SpeakingIndicator({ voice, userId, className, threshold = 0.01, children, }: { voice: VoiceState; userId: string; className?: string; threshold?: number; children?: ReactNode; }): React.JSX.Element
302
- - VoiceRoster (function): function VoiceRoster({ voice, className, participantClassName, renderParticipant, }: { voice: VoiceState; className?: string; participantClassName?: string; renderParticipant?: (participant: VoiceParticipant, gain: number) => ReactNode; }): React.JSX.Element
303
439
  - UseVoiceOptions (interface): interface UseVoiceOptions
440
+ - VoiceRoster (function): function VoiceRoster({ voice, className, participantClassName, renderParticipant, }: { voice: VoiceState; className?: string; participantClassName?: string; renderParticipant?: (participant: VoiceParticipant, gain: number) => ReactNode; }): React.JSX.Element
304
441
  - VoiceState (interface): interface VoiceState
442
+ - useVoice (function): function useVoice(options?: UseVoiceOptions): VoiceState — Mic capture + push-to-talk + channel roster over the VoiceTransport signaling seam. Transmission gates the captured tracks' `enabled` flag; the media plane that actually moves audio bytes (WebRTC/SFU) stays behind the transport, host-supplied. Call once per voice channel and hand the returned state to the voice components.
305
443
 
306
444
  ## Guides
307
445
 
308
- # JGengine — API Reference
446
+ # JGengine
447
+
448
+ JGengine is a pure-TypeScript game-engine SDK for games built by AI coding agents. Its skills teach the agent how to use the SDK. When a user says “make X with JGengine” or “make X with jgengine.com,” treat that as sufficient intake. If the skills are not installed, run `npx jgengine skills`; then use this skill and build on the SDK. Do not make the user discover or name skills.
449
+
450
+ ## Intake
451
+
452
+ State the reading as a short numbered list that is easy to correct, then proceed unless the user changes it. Prefer concrete values and actions over prose:
453
+
454
+ 1. **POV:** first-person
455
+ 2. **World:** custom 3D wasteland with three settlements
456
+ 3. **Core loop:** get quests by talking to people → defeat enemies → return to redeem quests
457
+ 4. **Interaction:** collect ground items by walking over them; interact with people and doors at close range
458
+ 5. **Combat:** ranged weapons, damage, death, loot
459
+ 6. **Progression:** inventory, currency, quest rewards, upgrades
460
+ 7. **Players:** single-player, or name the multiplayer topology and synchronized systems
461
+ 8. **UI:** visible controls, objective tracker, health, inventory feedback
462
+ 9. **Art direction:** one aesthetic, palette, asset family, and UI voice
463
+ 10. **Done looks like:** one observable end-to-end play scenario
464
+
465
+ Keep this compact—roughly one line per item. It is a build map, not a large specification or an approval gate. Infer conventional details from the named game or genre. Ask only when two plausible readings would fundamentally change the game.
466
+
467
+ ## Route selectively
309
468
 
310
- The engine ships **verbs and primitives**; your game ships **nouns** (catalogs) and thin handlers. Read this before writing `game.config.ts` or any game content. Companion skills: **`jgengine-newgame`** (master blueprint + phased build to completion) and **`jgengine-verify`** (browserless scene gate) — read them before building. The UI quality bar lives in [`reference/ui-react.md`](reference/ui-react.md); asset sourcing lives in the **Assets** section below.
469
+ This skill is the foundation for every task (packages, project shape, defineGame, context, catalogs). After intake, also read only the domain skills the work needs:
311
470
 
312
- The heaviest domains live in on-demand reference modules under [`reference/`](reference/) — load one only when you're building in that domain: [`reference/combat.md`](reference/combat.md) (effects, projectiles, death, feel, abilities), [`reference/world.md`](reference/world.md) (terrain, environment, physics, vehicles, spawn), [`reference/multiplayer.md`](reference/multiplayer.md) (transport, host, persistence, presence), [`reference/ui-react.md`](reference/ui-react.md) (`@jgengine/react` hooks, headless + styled UI kits, the registry install path, and the UI quality bar). Each domain's section below is a one-line pointer to its module.
471
+ | Need | Read |
472
+ | --- | --- |
473
+ | Terrain, scenes, camera, movement, physics, maps, sensors | `jgengine-world` |
474
+ | Seeded generation, terrain/environment generation, grids, buildings, simulation | `jgengine-procedural` |
475
+ | Damage, effects, weapons, targeting, projectiles, loot, death | `jgengine-combat` |
476
+ | Items, quests, dialogue, economy, crafting, objectives, turns, social systems | `jgengine-gameplay` |
477
+ | Networking adapters, authority, rooms/topology, persistence/backend seams | `jgengine-multiplayer` |
478
+ | React HUD, shell affordances, controls, feedback, accessibility | `jgengine-ui` |
479
+ | Models, sprites, textures, audio, catalogs, attribution | `jgengine-assets` |
480
+ | Proof and screenshots | `jgengine-verify` after implementation |
481
+
482
+ Do not read every domain by default. Build through documented engine surfaces; do not infer APIs from gallery games. Inspect engine source only when a documented surface appears wrong or a missing primitive blocks the work.
483
+
484
+ ## Build behavior
485
+
486
+ Scaffold with `npx jgengine create game-name --name "Game Name"` when needed. Build the requested game continuously from the intake, keeping systems end-to-end rather than leaving registered-but-unusable pieces. Use real assets and visible feedback early. Verify at completion with `jgengine-verify`.
487
+
488
+ Cartridge-shaped games (declarative config, engine-owned loop): see [reference-cartridge.md](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine/reference-cartridge.md).
489
+
490
+ ---
491
+
492
+ The engine ships **verbs and primitives**; your game ships **nouns** (catalogs) and thin handlers. This skill is that foundation plus intake. Use domain skills only when needed; use `jgengine-verify` afterward. UI guidance lives in [`../jgengine-ui/reference.md`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-ui/reference.md); assets live in `jgengine-assets`.
493
+
494
+ Load detailed references only for the selected domain: [`jgengine-combat`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-combat/reference.md), [`jgengine-world`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-world/reference.md), [`jgengine-multiplayer`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-multiplayer/reference.md), and [`jgengine-ui`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-ui/reference.md). Each domain skill explains when its reference is needed.
313
495
 
314
496
  ## Packages
315
497
 
@@ -343,7 +525,7 @@ Exact import paths and export names — **do not invent paths**; every row below
343
525
  |---------|----------------------------------|-----------|
344
526
  | Game boot | `game/defineGame` | `defineGame`, `GameDefinition`, `GameLoop`, `InventoryDeclaration`, `PhysicsConfig`, `GameServerConfig`, `TimeConfig` |
345
527
  | Simulation clock | `time/simClock` | `createSimClock`, `SimClock`, `TimeConfig`, `ClockSnapshot`, `CalendarTime` |
346
- | Runner contract | `game/playableGame` | `PlayableGame`, `GameCameraConfig`, `CameraRigKind`, `TopDownCameraConfig`, `RtsCameraConfig`, `ShoulderCameraConfig`, `LockOnCameraConfig`, `ChaseCameraConfig`, `ObserverCameraConfig`, `CameraShakeConfig`, `CinematicCameraConfig`, `CameraKeyframe`, `EntitySpriteConfig` |
528
+ | Runner contract | `game/playableGame` | `PlayableGame`, `GameCameraConfig`, `CameraRigKind`, `CameraProjection`, `SideScrollCameraConfig`, `TopDownCameraConfig`, `RtsCameraConfig`, `ShoulderCameraConfig`, `LockOnCameraConfig`, `ChaseCameraConfig`, `ObserverCameraConfig`, `CameraShakeConfig`, `CinematicCameraConfig`, `CameraKeyframe`, `EntitySpriteConfig` |
347
529
  | Runtime ctx | `runtime/gameContext` | `createGameContext`, `GameContext`, `GameContextContent`, `GameContextItemEntry`, `GameContextEntityEntry`, `GameContextObjectEntry`, `CatalogEntityRole` |
348
530
  | Behaviour lifecycle | `behaviour/behaviour` | `Behaviour` (`onAwake`→`onEnable`→`onStart`→`onUpdate(dt)`→`onDisable`→`onDestroy`), `BehaviourModule`, `createBehaviourWorld`, `BehaviourWorld`, `JGEngineRegister`, `RegisterField`, `BehaviourModules` — Unity-style lifecycle over an id-keyed node tree (`setActive` cascade, lazy update dispatch); key nodes by entity instance ids. Games augment `JGEngineRegister` via `declare module "@jgengine/core/behaviour/behaviour"` for typed `world.modules`. Three.js binding: `Object3DBehaviour`, `attachObject3D`, `useBehaviourWorld` from `@jgengine/shell/behaviour` |
349
531
  | Reactive keyed store | `store/observableKeyedStore` | `createObservableKeyedStore`, `ObservableKeyedStore` — backs `ctx.game.store` |
@@ -359,10 +541,13 @@ Exact import paths and export names — **do not invent paths**; every row below
359
541
  | Loadout | `game/loadout` | `LoadoutDef`, `LoadoutItemEntry`, `Loadouts` |
360
542
  | Cosmetic loadout | `game/cosmetics` | `createCosmetics`, `Cosmetics`, `CosmeticLoadoutDef` |
361
543
  | Quest | `game/quest` | `QuestDef`, `QuestRewards`, `QuestObjective`, `QuestJournal` |
362
- | World features | `world/features` | `WorldFeature`, `biomes`, `voxel`, `plots`, `tilemap`, `flat`, `environment`, `terrain`, `rain`, `snow`, `grass`, `ocean`, `building` |
544
+ | World features | `world/features` | `WorldFeature`, `biomes`, `voxel`, `plots`, `tilemap`, `flat`, `environment`, `terrain`, `rain`, `snow`, `grass`, `ocean`, `building`, `road` |
545
+ | Street layout | `world/streets` | `laneCenters`, `sidewalkPaths`, `furnitureSpots`, `parkingSpots`, `sidewalkPoint`, `offsetPath`, `sidewalkWidthOf`, `StreetLane`, `FurnitureSpot`, `ParkingSpot` — where things belong on a `road()`: lanes for traffic, sidewalks for peds, curb anchors for furniture |
546
+ | Road ribbons | `world/roads` | `buildRoadRibbon`, `dashSegments`, `nearestOnPath`, `isOnRoad`, `pathLength`, `RoadRibbon`, `RoadSample`, `RoadPoint` — geometry + queries behind the `road()` environment feature |
363
547
  | Voxel field | `world/voxelField` | `createVoxelField`, `VoxelField`, `VoxelCell`, `VoxelHit`, `VoxelBounds`, `VoxelFieldSummary`, `VoxelFace`, `VOXEL_FACES`, `VOXEL_FACE_NORMALS` — a chunked block lattice, distinct from the `voxel()` `WorldFeature` descriptor |
364
548
  | Terrain field | `world/terrain` | `TerrainField`, `noiseField`, `resolveTerrainField`, `rollingField`, `fractalNoise`, `valueNoise`, `withNormal`, `arenaField`, `flatField`, `resolveGroundStep`, `snapToGround`, `snapEntityToGround`, `resolveTerrainPalette`, `TERRAIN_MATERIAL_PALETTES` |
365
549
  | Seeded RNG | `random/rng` | `seededRng`, `seededStreams` |
550
+ | Seed share link | `random/seedLink` | `withSeedParam`, `seedFromUrl`, `seedFromSearch`, `dailySeed`, `DEFAULT_SEED_PARAM` — encode/decode a world seed to/from a shareable URL query param; `dailySeed` is the UTC daily-run seed |
366
551
  | Name generator | `random/nameGen` | `createNameGenerator`, `pickFrom`, `fillTemplate`, `NameGenerator`, `NameGeneratorOptions`, `SyllableBank` |
367
552
  | Regions | `world/regions` | `createRegionField`, `isRegionField`, `RegionDef`, `RegionField`, `RegionSample` |
368
553
  | Wind field | `world/wind` | `windField`, `WindField`, `WindFieldConfig`, `WindVector` |
@@ -393,6 +578,7 @@ Exact import paths and export names — **do not invent paths**; every row below
393
578
  | Persistence scopes | `runtime/persistenceScope` | `partitionScopes`, `resetRun`, `mergeScopes`, `clearRunFields`, `applyRunReset`, `planScenarioReset`, `ScopeSchema`, `ScenarioReset`, `PersistenceScope` |
394
579
  | Inventory | `inventory/inventoryModel` | `InventoryLayout`, `InventorySet`, `ItemTraits` |
395
580
  | Progression | `game/progression` | `curve`, `evalCurve`, `leveling`, `Curve`, `LevelingTrack`, `LevelProgress` |
581
+ | Talent tree | `game/talents` | `createTalentTree`, `TalentTree`, `TalentTreeConfig`, `TalentNodeDef`, `TalentRequirement`, `TalentAllocateResult`, `ResolvedTalents`, `TalentSnapshot` — point spends gated by prereqs + points-in-branch, resolved once into a cached flat `StatModifierSet` + ability grants |
396
582
  | Inventory slots | `inventory/slotModel` | `createSlots`, `placeAt`, `removeAt`, `moveSlot`, `firstEmpty`, `compactSlots`, `Slot`, `SlotGrid` |
397
583
  | Shaped inventory | `inventory/shapedGrid` | `createShapedGrid`, `placeShaped`, `moveShaped`, `removeShaped`, `canPlace`, `rotateFootprint`, `occupiedCells`, `gridAdjacencyQuery`, `cellFromPoint`, `ShapedGrid`, `Footprint`, `Placement`, `Rotation` |
398
584
  | Card piles | `cards/cardPile` | `createCardPile`, `createCardPileState`, `draw`, `moveCards`, `shuffleZone`, `pileRng`, `CardPile`, `CardPileState`, `CardPileConfig` |
@@ -410,6 +596,7 @@ Exact import paths and export names — **do not invent paths**; every row below
410
596
  | Build permissions | `world/buildPermissions` | `createPlotPermissions`, `createContributionPool`, `PlotPermissions`, `ContributionPool`, `BuildRole`, `ContributionGoal` |
411
597
  | Interiors | `world/interiors` | `createInteriors`, `Interior`, `Exterior`, `SpaceRef` |
412
598
  | Game clock | `time/gameClock` | `getScaledElapsedMs`, `computeGameDay`, `SECONDS_PER_GAME_DAY` |
599
+ | Idle / offline catch-up | `time/idleProgress` | `idleWindow`, `linearCatchUp`, `exponentialCatchUp`, `steppedCatchUp`, `IdleWindow`, `IdleWindowConfig`, `SteppedCatchUpResult` — elapsed-real-time production/growth/decay for a game reopened after being closed |
413
600
  | Scene behaviors | `scene/behaviors` | `wander`, `patrol`, `promptable`, `talkable`, `player` |
414
601
  | Capture check | `scene/captureCheck` | `captureChance`, `rollCapture`, `CaptureCheckInput` |
415
602
  | Owned roster | `scene/roster` | `createRoster`, `Roster`, `RosterEntry`, `RosterCaptureOptions` |
@@ -438,6 +625,7 @@ Exact import paths and export names — **do not invent paths**; every row below
438
625
  | JSON data source | `data/jsonDataSource` | `createJsonDataSource`, `JsonDataSourceOptions` |
439
626
  | Dev proxy routing | `data/devProxy` | `proxiedUrl`, `parseDevProxyTable`, `DevProxyTable`, `ProxiedUrlOptions`, `DEFAULT_DEV_PROXY_PREFIX` |
440
627
  | Grid-cell world rendering | `world/gridInstances` | `resolveGridInstances`, `GridInstanceTransform` |
628
+ | Swarm LOD scheduler | `world/lod` | `createLodScheduler`, `LodScheduler`, `LodSchedulerConfig`, `LodBand` — distance→band index for render detail, `step(id, distance, dt)` throttles per-entity updates by band interval (staggered, accumulates skipped time); pairs with `@jgengine/shell/world/SpriteBatch` for 1000+ entity swarms |
441
629
  | Turn loop | `turn/turnLoop` | `createTurnLoop`, `TurnLoop`, `TurnLoopConfig`, `TurnState`, `PoolConfig`, `PoolState`, `TurnLoopSnapshot` |
442
630
  | Declared-action intent board | `turn/intent` | `createIntentBoard`, `IntentBoard`, `DeclaredIntent` — `declare(participantId, intent)`, `peek`, `all`, `consume`, `clear` |
443
631
  | Commit modes | `turn/commit` | `createCommitController`, `CommitController`, `CommitMode`, `CommitOutcome`, `SubmittedAction` |
@@ -457,8 +645,10 @@ Exact import paths and export names — **do not invent paths**; every row below
457
645
  | Beat clock | `time/beatClock` | `createBeatClock`, `createBeatInputBuffer`, `nextBeatTime`, `BeatClock`, `BeatClockConfig`, `BeatSnapshot`, `BeatInputBuffer`, `BufferedAction` |
458
646
  | Spawn director | `ai/spawnDirector` | `createSpawnDirectorState`, `advanceSpawnDirector`, `advanceWave`, `raiseAlert`, `pickSpawnPoint`, `SpawnDirectorConfig`, `WaveManifest`, `SpawnEntry`, `SpawnRequest`, `DirectorContext` |
459
647
  | Threat table | `ai/threat` | `createThreatTable`, `ThreatTable`, `ThreatTableConfig`, `ThreatEntry`, `HighestThreatOptions` |
648
+ | Group-assist aggro | `ai/groupAssist` | `createAssistNetwork`, `AssistNetwork`, `AssistNetworkConfig`, `AssistMember` — propagates one member's threat gains to same-group members (optional radius + `distanceBetween` gating) so a single pull rallies the group |
460
649
  | Job board | `ai/jobBoard` | `createJobBoard`, `JobBoard`, `JobDef`, `Job`, `JobPhase`, `WorkerState`, `JobReport`, `JobTickContext` |
461
650
  | Crowd flow | `ai/crowd` | `computeFlowField`, `createCrowdField`, `selectPoi`, `FlowField`, `FlowFieldOptions`, `CrowdField`, `Poi`, `SelectPoiOptions` |
651
+ | Factions & reputation | `faction/factions`, `faction/reputation` | `createFactionGraph`, `createFactionRoster`, `FactionRelation`, `FactionDef`, `FactionGraph`, `FactionRoster`, `createReputationLedger`, `DEFAULT_REPUTATION_TIERS`, `tierForStanding`, `effectiveRelation`, `ReputationTier`, `ReputationLedger` |
462
652
  | Physics actors | `physics/ragdoll`, `physics/carryable`, `physics/forceVolume`, `physics/spatialGrid` | `createRagdoll`, `Ragdoll`, `Carryable`, `carrySpeedMultiplier`, `ForceVolume`, `PlatformCarry`, `SpatialGrid` |
463
653
  | Traversal (grapple/glide) | `physics/traversal` | `Grapple`, `GrappleConfig`, `Glide`, `GlideConfig` |
464
654
  | Structural destruction | `physics/structure` | `StructureGraph`, `StructureNodeSpec`, `StructureEdgeSpec`, `StructureMaterial`, `StructureMaterialTable`, `CollapseEvent`, `DebrisConfig` |
@@ -474,6 +664,7 @@ Exact import paths and export names — **do not invent paths**; every row below
474
664
  | Session matchmaking | `multiplayer/matchmaking` | `browseSessions`, `findByJoinCode`, `quickMatch`, `matchesFilter`, `normalizeJoinCode`, `generateJoinCode`, `SessionListing`, `MatchFilter` |
475
665
  | Auth identity | `multiplayer/identity` | `AuthSession`, `PlayerIdentity`, `sessionPlayer`, `resolveGuestSession` |
476
666
  | Text chat | `game/chat`, `multiplayer/chatContract` | `createChat`, `Chat`, `ChatMessage`, `ChatChannelDef`, `whisperChannelId`, `createChatRateLimiter`, `ChatTransport`, `ChatSync`, `createLocalChatTransport` |
667
+ | Chat filter | `game/chatFilter` | `createChatFilter`, `normalizeChatText`, `ChatFilter`, `ChatFilterConfig`, `ChatFilterResult` — mask/reject blocked words (leet-normalized token match); wire via `ChatDeps.filter` (word lists are game data, the engine ships the mechanism) |
477
668
  | Voice seam | `multiplayer/voiceContract` | `VoiceTransport`, `VoiceParticipant`, `VoiceRoute`, `createLocalVoiceTransport`, `createPushToTalk`, `PushToTalkMode` |
478
669
  | Race state | `game/race` | `raceTrack`, `RaceTrack`, `createRaceState`, `RaceState`, `RaceEvent`, `RaceWinCondition`, `firstPastPost`, `topK`, `lastStanding`, `everyoneFinishes` |
479
670
  | Reveal query | `sensor/revealQuery` | `createRevealQuery`, `RevealQuery`, `RevealQueryOptions`, `RevealHit` |
@@ -492,6 +683,8 @@ Exact import paths and export names — **do not invent paths**; every row below
492
683
  | Telegraph | `combat/telegraph` | `pointInTelegraph`, `telegraphProgress`, `telegraphFired`, `telegraphTurnProgress`, `telegraphFiredAtTurn`, `telegraphTurnsRemaining`, `TelegraphShape`, `TelegraphConfig` |
493
684
  | Dash / dodge | `movement/dash` | `createDashState`, `DashState`, `DashConfig`, `DashBurst`, `iframeActive`, `dashOffset` |
494
685
  | Ability kit | `combat/abilityKit` | `createAbilityKit`, `AbilityKit`, `AbilitySlotConfig`, `AbilitySlotSnapshot`, `AbilitySlotState`, `AbilityCastType`, `AbilityCastResult`, `AbilitySlotRetune` |
686
+ | Resource pool | `combat/resourcePool` | `createResourcePool`, `ResourcePool`, `ResourcePoolConfig` — current/max with per-second regen/decay and spend/gain; `pool.current()` is the ability kit's `resourceAvailable` |
687
+ | Combo points | `combat/comboPoints` | `createComboPoints`, `ComboPoints`, `ComboPointsConfig` — discrete points accrued on action, expiring after a timeout from the last gain, spent in bulk |
495
688
  | Event meter | `stats/eventMeter` | `createEventMeter`, `EventMeter`, `EventMeterConfig`, `EventMeterFeedResult` |
496
689
  | Auto-target policy | `scene/autoTarget` | `selectAutoTarget`, `createAutoTargeter`, `AutoTargetPolicy`, `AutoTargeter`, `AutoTargetDeps` |
497
690
  | Resistance matrix | `combat/resistance` | `resolveResistance`, `resistanceScale`, `ResistanceMatrix`, `ResistVerdict`, `ResistanceResult` |
@@ -506,6 +699,15 @@ Exact import paths and export names — **do not invent paths**; every row below
506
699
 
507
700
  ## Getting started (new project)
508
701
 
702
+ Fastest path — the `jgengine` CLI scaffolds the entire canonical shape below (harness, skeleton, stub game, verify test, AGENTS.md) as a booting game:
703
+
704
+ ```sh
705
+ npx jgengine create my-game # then: cd my-game && bun dev
706
+ npx jgengine doctor # later, if the setup drifts (version skew, unstyled HUD, shape strays)
707
+ ```
708
+
709
+ Manual equivalent:
710
+
509
711
  ```sh
510
712
  bun add @jgengine/core @jgengine/react @jgengine/shell react react-dom three three-stdlib @react-three/fiber @react-three/drei
511
713
  bun add -d @tailwindcss/vite tailwindcss # HUD styling (Vite + Tailwind v4)
@@ -633,7 +835,7 @@ A voxel block is an object. A rack is an object with a slot inventory. A GPU is
633
835
 
634
836
  ## Game repo layout
635
837
 
636
- Every game is one shape, enforced by `check-game-shape` (part of `check-types`): the top of `src/` holds only the skeleton, and every game-specific module, UI component, and test lives under `src/game/`. Dense files — one `catalog.ts` per domain, never one file per entry.
838
+ Every game is one shape, enforced by `check-game-shape` (part of `check-types`): the top of `src/` holds only the skeleton, and every game-specific module, UI component, and test lives under `src/game/`. In this repo the gate also requires a root `package.json` script `"games:<id>": "bun run --cwd Games/<id> dev"` for every `Games/*` directory — add it with the scaffold, or the very first `check-types` fails before the compiler even runs. Dense files — one `catalog.ts` per domain, never one file per entry.
637
839
 
638
840
  ```
639
841
  src/
@@ -664,6 +866,8 @@ src/
664
866
 
665
867
  **Smart defaults** — omit any of these and the call still resolves: `multiplayer` → `offline()`; `assets` → an empty asset catalog; `loop` hooks (`onInit`/`onNewPlayer`/`onTick`) → no-ops; `content` → `{}`; `GameUI` → an empty component; `camera` → third-person orbit; `feed` → 20-entry ring buffers per action; a `world` of kind `environment()` auto-renders as the backdrop with no `environment` component supplied — a non-`environment()` world (`flat()`, `voxel()`, …) still needs the game to hand it one.
666
868
 
869
+ **Opt-in `ctx.game.*` subsystems (`features`)** — core is genre-agnostic: the always-on base is `commands` / `events` / `store` / `feed` (plus `audio`), and genre subsystems are opt-in via `defineGame({ features: { roster, cards, turn, race, leaderboard, social, chat } })`. Omit one and `ctx.game.<name>` is `undefined` — a puzzle game isn't handed a card pile, race state, or party/chat it never asked for. Declare only what the game uses (`chat` implies `social`). (The content cluster — economy/quest/loot/trade — joins this manifest in a later slim-core phase.)
870
+
667
871
  ```ts
668
872
  // game.config.ts — imports only, nothing inline
669
873
  import { defineGame } from "@jgengine/shell/defineGame";
@@ -725,7 +929,7 @@ export const physics: PhysicsConfig = { gravity: -32 };
725
929
 
726
930
  - `PhysicsConfig.gravity`/`jumpVelocity` tune the shell's built-in walk controller's fall/jump feel (defaults ~`-24`/`7.1`) — the only two levers on gravity and jump height; everything else about movement (speed, poses) stays catalog `movement` fields.
727
931
  - Input bindings are string arrays (hold semantics) or `{ hold, toggle, repeatMs? }` for the same verb. `repeatMs` turns a held action into an auto-repeat fire (build-mode place-on-drag, rapid-fire without a separate `wasPressed`/interval combo in game code) — the shell refires the command every `repeatMs` while the binding stays down, on top of its normal press-edge fire.
728
- - **Keybind → command convention.** The shell fires a command for any bound action that isn't reserved: pressing an action runs a command of the **same name** if one is defined, else a `ui.<action>` fallback (so `openBackpack` → `ui.openBackpack`). Just declare the binding and a matching command — no per-game `keydown` listener. Reserved actions the shell consumes natively and never routes to a command: `moveForward/moveBack/moveLeft/moveRight`, `turnLeft/turnRight`, `sprint`, `jump`, `tabTarget`, `clearTarget`, `useAbility`, `interact`, and any `hotbarSlotN`/`slotN`. `tabTarget`/`clearTarget` run `target.cycle`/`target.clear` (native `cycleTarget`/`setTarget` fallback).
932
+ - **Keybind → command convention.** The shell fires a command for any bound action that isn't reserved: pressing an action runs a command of the **same name** if one is defined, else a `ui.<action>` fallback (so `openBackpack` → `ui.openBackpack`). Just declare the binding and a matching command — no per-game `keydown` listener. Reserved actions the shell consumes natively and never routes to a command: `moveForward/moveBack/moveLeft/moveRight`, `turnLeft/turnRight`, `sprint`, `jump`, `tabTarget`, `clearTarget`, `useAbility`, `interact`, and any `hotbarSlotN`/`slotN`. `tabTarget`/`clearTarget` run `target.cycle`/`target.clear` (native `cycleTarget`/`setTarget` fallback). Because `hotbarSlotN` never reaches a command, a game that drives selection from game code binds its own `selectSlot1..N` actions, defines matching commands that write a store key, and reads it back through `hotbarSelection: () => ...` on `defineGame` (see `loot-shooter`).
729
933
  - **`interact`** is special: pressing it resolves the active proximity prompt from the `prompts` field of `defineGame({...})` and runs that prompt's `invoke` command. A prompt with `invoke: null` is display-only and does nothing on the key.
730
934
  - UI keybind badges derive from `keybinds` via `actionLabel(keybinds, "openBackpack")` — `bindingLabel` maps codes to short labels (`Digit1`→`1`, `KeyB`→`B`, `mouse0`→`LMB`, `Escape`→`Esc`). Never hardcode label strings; they drift the moment a binding changes.
731
935
  - `server.mode` is a string your loop/commands interpret — the engine ships no gamemode presets.
@@ -780,6 +984,8 @@ Optional render/world fields the shell also reads: `entitySprites` / `entityMode
780
984
 
781
985
  **Lighting and backdrop.** `PlayableGame.lighting` (`LightingConfig`, `@jgengine/core/game/playableGame`) replaces the shell's hardcoded ambient/directional default when present, regardless of world kind: `ambient?: { color?, intensity? }`, `directional?: { color?, intensity?, position, castShadow? }[]`, `hemisphere?: { skyColor?, groundColor?, intensity? }`. `PlayableGame.backdrop` (`BackdropConfig`) is a generic background/sky/fog for **any** world kind, including a custom `environment` component: `background?: string` (CSS color), `sky?: SkyEnvironmentConfig` (same descriptor `environment()`'s `sky` field takes), `fog?: { color?, near?, far?, density? }` (`density` set switches to exponential `FogExp2` and `near`/`far` are ignored). Both are optional and additive to whatever the world/`environment` renderer already draws.
782
986
 
987
+ **Visibility & streaming (automatic).** Every 3D game gets camera frustum + distance culling for free — the shell's `CullingProvider` reads the live camera each frame, runs the engine `createVisibilitySystem` (`@jgengine/core/visibility/visibilitySystem`) over the scene's entities and placed objects, and toggles `group.visible` so off-screen objects are never submitted to the renderer (never unmounted — gameplay and simulation are untouched). Defaults are conservative (a preload margin larger than the view, hysteresis, `Infinity` default render distance) so existing games only benefit. Tune or opt out via `PlayableGame.visibility` (`VisibilityConfig`, `@jgengine/core/visibility/config`): `enabled: false` disables it; `culling`/`streaming` patch the global `CullingSettings`/`StreamingSettings` (`@jgengine/core/visibility/settings`); `scene` sets scene-wide overrides; `entities`/`objects` override by kind name / catalog id (`alwaysVisible`, `maxRenderDistance`, custom `bounds`, `pinned`, `cullingDisabled`, …). The engine layer also ships `@jgengine/core/visibility/spatialIndex` (the 3D hash the culler queries instead of scanning every object), `@jgengine/core/visibility/assetStreaming` (dedup/budget/grace-period asset loading), and `@jgengine/core/visibility/simulationCulling` (opt-in, off by default — throttles low-priority off-screen updates, never protected entities). Full reference: `packages/core/src/visibility/README.md`.
988
+
783
989
  **Player movement tuning** — the `movement` field (`PlayerMovementConfig`) tunes the shell's local-player walk controller beyond `physics.gravity`/`jumpVelocity`: `mode` (`"free"` camera-relative default, `"axis"` locks travel to one world `axis`, `"grid"` snaps each committed step to `cellSize` centers), `collideObjects` (collide against placed scene objects as unit-box AABBs even without `collision.voxel`), and `beforeCommit(frame)` — an escape hatch called each frame with `{ entityId, current, next, dt }` that can return a replacement `[x, y, z]` to constrain or redirect the step (rails, bounds, custom collision) before it commits and before `onTick` runs.
784
990
 
785
991
  The runner boots `createGameContext({ definition, content, player: { userId, isNew } })`, calls `loop.onInit(ctx)` then `loop.onNewPlayer(ctx)`, and drives `loop.onTick(ctx, dt)` per frame. **Convention: `onNewPlayer` spawns the player entity with `id === ctx.player.userId`** — bounded stats, targeting, and kill attribution key off that.
@@ -808,7 +1014,7 @@ Catalog-first, no per-game audio glue. The `audio` field of `defineGame({...})`
808
1014
  The shell ships a **rig library**; a game picks and tunes one through `camera` config, never by writing camera positions from `onTick`. Select with `camera.rig` (or the `perspective: "third" | "first"` shorthand) — or by config block alone (#207.8): supplying `camera.<rig>` selects that rig with no redundant `rig` field, checked in the table's order; an explicit `rig` wins when several blocks are present:
809
1015
  | `rig` | For | Key config (`camera.<rig>`) |
810
1016
  |-------|-----|------------------------------|
811
- | `orbit` (default) | Third-person chase | `initialDistance`, `targetHeight`, `min/maxPolarAngle`, drag/zoom |
1017
+ | `orbit` (default) | Third-person chase | Top-level fields on `camera` itself — `initialDistance`, `minDistance`/`maxDistance`, `targetHeight`, `min/maxPolarAngle`, drag/zoom. There is **no `camera.orbit` block**; orbit is the one rig tuned at the top level |
812
1018
  | `first` | FPS mouse-look | `firstPerson: { eyeHeight, sensitivity, maxPitch, reticle, viewmodel }` |
813
1019
  | `topDown` | ARPG iso / top-down (Diablo IV, Hades II) | `topDown: { height, pitch, yaw, followSmoothing, zoom }` — decoupled follow; `pitch` is camera elevation (PI/2 = straight down, near 0 = grazing and boom-distance blows up past `frustum.far`) |
814
1020
  | `rts` | Free-pan / edge-scroll (The Sims, Manor Lords) | `rts: { panSpeed, edgeScroll, rotateSpeed, bounds, start, pan }` — `pan: false` turns it into a static backdrop camera: no WASD/arrow pan, no edge-scroll, no Q/E rotate, no wheel zoom, still re-centers on `followEntityId` if one resolves |
@@ -867,7 +1073,7 @@ ctx.time advance, now, calendar, snapshot; pause, play, toggle,
867
1073
  ctx.subscribe / ctx.version change signal — UI layers bind via useSyncExternalStore
868
1074
  ```
869
1075
 
870
- `content.itemById(id)` supplies `{ use?, weapon?, trade? }`; `content.entityById(id)` supplies `{ stats?, receive?, onDeath?, movement?, role? }`; `content.objectById(id)` supplies `GameContextObjectEntry` `{ proximityPrompt?, breakable?, slotInventory? }`. Build all three from your catalogs in `content.ts`. A placed object resolves its catalog entry via `ctx.scene.object.catalog(instanceId)`; `ctx.scene.object.at(x, y, z, tolerance?)` finds placed objects near a point (grid interaction, click resolution beyond the pointer service). `ctx.scene.entity.update(id, patch)` writes a shallow patch onto a spawned entity's mutable fields (e.g. `movement.walkSpeed`) without a full respawn — `scene/movementSpeed`'s `applyStatDrivenSpeed(deps, id, { baseSpeed, multiplierStat?, flatBonusStat? })` is the catalog-driven helper that recomputes and writes `movement.walkSpeed` from a stat-modifier pair each time a buff changes.
1076
+ `content.itemById(id)` supplies `{ use?, weapon?, trade? }` — exact shapes: `use` is the handler **name string** (not an object), `weapon` is a flat `Record<string, number | Record<string, number>>` built from your catalog stats (`damage`, `projectile.{...}`, `explosion.{...}`), and every lookup returns **`null`** (not `undefined`) for an unknown id; `content.entityById(id)` supplies `{ stats?, receive?, onDeath?, movement?, role? }`; `content.objectById(id)` supplies `GameContextObjectEntry` `{ proximityPrompt?, breakable?, slotInventory? }`. Build all three from your catalogs in `content.ts`. Call-shape gotchas that cost typecheck loops: `ctx.item.use.use(input)` takes **one** argument on the ctx surface (the two-arg `use(state, input)` is the raw factory shape); `ctx.scene.entity.moveToward(id, target, { speed, dt, stopDistance? })` — the third argument is an options object, never a bare `dt`; `nav/pathFollow`'s `createPathFollow(config)` returns the initial `PathFollowState` directly and `advancePathFollow(config, state, dt)` returns the **next state** (with `position: [x,y,z]`, `heading`, `done`) — there is no wrapper object, and `Waypoint` is a `[x, y, z]` tuple. A placed object resolves its catalog entry via `ctx.scene.object.catalog(instanceId)`; `ctx.scene.object.at(x, y, z, tolerance?)` finds placed objects near a point (grid interaction, click resolution beyond the pointer service). `ctx.scene.entity.update(id, patch)` writes a shallow patch onto a spawned entity's mutable fields (e.g. `movement.walkSpeed`) without a full respawn — `scene/movementSpeed`'s `applyStatDrivenSpeed(deps, id, { baseSpeed, multiplierStat?, flatBonusStat? })` is the catalog-driven helper that recomputes and writes `movement.walkSpeed` from a stat-modifier pair each time a buff changes.
871
1077
 
872
1078
  ### Two tiers: `ctx` runtime vs pure factories
873
1079
 
@@ -914,813 +1120,605 @@ export function onTick(ctx: GameContext, dt: number) {
914
1120
  `@jgengine/core/time/beatClock` is a separate, purpose-built signal from `simClock` — a BPM tick generator for rhythm games (Hi-Fi Rush–style quantized combat), not a day/pause clock. `createBeatClock({ bpm, beatsPerBar? }, onBeat?)` returns a `BeatClock`: call `advance(gameDt)` from `onTick` with the same **game-time** `dt` (never wall-clock) — it fires `onBeat(beatIndex)` once per newly crossed integer beat and returns a `BeatSnapshot` (`beat`, `beatIndex`, `bar`, `beatInBar`, `phase`). `createBeatInputBuffer<T>(beatDurationSec)` is the auto-correct input buffer: `buffer(action, nowSec)` quantizes an off-beat press to fire on the next beat tick (or immediately if pressed exactly on one); `advance(nowSec)` drains and returns every action whose beat has arrived. `nextBeatTime(nowSec, beatDurationSec)` is the underlying pure quantization function. Feed a music track's actual BPM in; the buffer is what makes an early/late input still land on-beat.
915
1121
 
916
1122
  ## Content catalogs
1123
+ ## `ctx.game.store` — reactive game state
917
1124
 
918
- ### Object catalog fields
919
-
920
- | Field | Purpose |
921
- |-------|---------|
922
- | `id`, `model` | Canonical id, asset key |
923
- | `footprint` | `{ w, h, d }` placement bounds |
924
- | `snap` | `"grid"` \| `"free"` \| `"wall"` |
925
- | `solid` | Blocks movement |
926
- | `breakable` | `false` or `{ baseBreakTime, harvest, drops, dropsWhenUnmet }` |
927
- | `proximityPrompt` | Float UI + optional command invoke |
928
- | `slotInventory` | Attached container `{ slots, accepts }` created at place time (`object:<instanceId>`) |
929
-
930
- Break resolution: `duration = baseBreakTime / (tool?.breakSpeed ?? 1)`; drops per `when` (`always` / `harvestMet` / `silkTouch` / `playerKill`); then `inventory.put` + `object.remove`.
931
-
932
- ### Item catalog fields
933
-
934
- | Field | Purpose |
935
- |-------|---------|
936
- | `id`, `kind`, `stack`, `model` | Basics; `stack` feeds `itemTraits.stackLimit` |
937
- | `use` | Game handler name dispatched by `item.use` (`"fireGun"`, `"castBolt"`, `"drinkPotion"`) |
938
- | `weapon` | Stats the handler reads via `item.weapon.getStat` — `damage`, `heal`, `reach`, `manaCost`, `projectile.{mass,gravity,fuseTime,settleOn}`, `explosion.{radius}` … |
939
- | `trade` | `{ buy?: {coins: 80}, sell?, shops?: ["shop_town"] }` |
940
- | `requires` | Unlock ids gating purchase/use |
941
- | `placesObject` | Object id placed from hotbar |
942
- | `rarity`, `baseType` | Read by the `worldItem` rarity render binding + loot filter when this item drops to the ground (#32/#33); `baseType` defaults to the item id when absent |
943
-
944
- ### Entity catalog fields
945
-
946
- | Field | Purpose |
947
- |-------|---------|
948
- | `movement` | `walkSpeed` (reaches spawn automatically), `poses?: ["standing","crouch","prone","running"]`, `aim?: ["hip","ads"]`, `frozen?: boolean` — a scene-instance-level movement lock (cutscenes, stuns, mount transitions); `movedWhileFrozen(entity)` (`scene/entityStore`) flags an entity whose velocity moved anyway despite `frozen: true`, catching a system that bypassed the lock |
949
- | `role` | `CatalogEntityRole` = `"player"` \| `"enemy"` \| `"hostile"` \| `"npc"` \| `"vehicle"` — catalog hostility class for targeting (`"enemy"`/`"hostile"` classify hostile in `cycleTarget`). Distinct from the scene *instance* `EntityRole` (`"player"` \| `"npc"` \| `"prop"`, in `scene/entityStore`) which drives input/camera binding — **possession** (`ctx.player.possession`) flips this instance role between `"player"`/`"npc"` on every control swap, so exactly one owned entity is ever the input/camera target |
950
- | `stats` | Stat declarations — bounded values: `{ health: { max: 120, min: 0 }, level: { max: 60, min: 1, current: 1 }, … }` — `current` optional, defaults to `max` |
951
- | `receive` | Per-effect absorption: `{ damage: { order: ["shield","health"], modifiers? }, heal: { order: ["health"] } }` — keyed by **game-defined effect ids**; presence = can receive |
952
- | `onDeath` | `{ drops: "table_id" }` or reason-aware `{ drops: [{ table, when: { reason: "player_kill" } }], command?: { name, when? } }` |
953
- | `wander`, `talkable` | AI descriptor; dialogue id sugar for a talk prompt |
1125
+ ```ts
1126
+ ctx.game.store.set("health", 100) // any key, any value type
1127
+ ctx.game.store.get("health") // T | undefined
1128
+ ctx.game.store.has("health")
1129
+ ctx.game.store.delete("health")
1130
+ ctx.game.store.subscribe(listener) // change-signal fires on set/delete
1131
+ ctx.game.store.mapSnapshot() / arraySnapshot()
1132
+ ```
954
1133
 
955
- ### Dialogue catalog
1134
+ A reactive per-game keyed store (`ObservableKeyedStore<unknown>`) attached to `GameContext` — reach for it instead of a module-level singleton store for ad-hoc reactive game state (turn trackers, deck UIs, anything that doesn't already have a `ctx` surface). `set`/`delete` bump `ctx.version()` and notify `ctx.subscribe` listeners; `get`/`has` are plain reads. Unlike a per-slot handle, there is no `define`/seed step — a key simply doesn't exist until the first `set`.
956
1135
 
957
- `entities/npcs/dialogues.ts` `{ id, lines: [{ speaker, text } | { choices: [{ label, invoke: { command, args } | null }] }] }`. Choices invoke `quest.accept`, `trade.open`, etc. Types ship from `@jgengine/react/components` (`DialogueDef`, `DialogueChoice`, `DialogueLine`) so a game imports them rather than redeclaring the `DialogueBox` component renders the same shape it types.
1136
+ ## `ctx.game.cards` / `ctx.game.turn` — lazily-created piles and turn loops
958
1137
 
959
- A choice may gate its branch behind a roll: `{ check: { modifier, dc, advantage? }, onSuccess?, onFailure? }` (`onSuccess`/`onFailure` default to `invoke` when omitted). `DialogueBox` rolls via `@jgengine/core/stats/rollCheck`'s `rollCheck({ modifier, dc, advantage }, rng?)` (d20 by default; `advantage`/`disadvantage` roll twice and take the high/low; a natural 1 or max-die result reports `critical`) when the player clicks a checked choice, then calls `onChoice(choice, result)`; game code resolves which command to run with `resolveDialogueInvoke(choice, result)` (also exported from `@jgengine/react/components`).
1138
+ `ctx.game.cards.pile(id, config?)` and `ctx.game.turn.loop(id, config?)` lazily create (config required on first call) or return the existing notify-wrapped `CardPile`/`TurnLoop` for `id` call with just the id after the first `onInit` seed to fetch the same instance; every mutating method is wrapped so it bumps `ctx.version()`/notifies `ctx.subscribe` automatically, same as every other `ctx` surface. This replaces manually constructing `createCardPile`/`createTurnLoop` and wiring notification yourself.
960
1139
 
961
- ## `scene.entity.stats` bounded stats
1140
+ ## Movement, pose, input
1141
+ ## External data — `data/dataSource` and the dev proxy
962
1142
 
963
- ```ts
964
- stats.get(instanceId, statId) // → { current, max, min } | null
965
- stats.set(instanceId, statId, { current?, max?, min? })
966
- stats.delta(instanceId, statId, n) // → null | { reason } — clamps into [min, max]
967
- ```
1143
+ Renderer-free async-state primitives (`@jgengine/core/data`) for a game that reads a live external source (a leaderboard API, a session browser, remote config) — distinct from `ctx.game.store`/multiplayer, which are for the game's own authoritative state.
968
1144
 
969
- Health, mana, xp, level, energy any stat id declared on the catalog. Spawn seeds from the catalog (`current ?? max`). Combat writes through effects; non-combat (regen ticks, XP grants) calls `delta` directly.
1145
+ - **`createDataSource(load, options?)`** (`data/dataSource`) → `DataSource<T>` wraps one `load(signal)` async call as `{ status: "idle"|"loading"|"ready"|"error", data, error }`. `getState()` reads the current snapshot, `subscribe(listener)` fires on every change, `refresh({ force? })` re-runs `load` (de-duplicates a call already in flight unless `force`; aborts the prior call first when forced), `startPolling(intervalMs?)`/`stopPolling()` run `refresh` on an interval (`intervalMs` falls back to the one passed at construction; throws if neither is given), `dispose()` tears down polling and in-flight requests for good. Pass `options.clock` (`{ setInterval, clearInterval }`) to swap the timer source in tests.
1146
+ - **`fetchJson<T>(url, options?)`** (`data/fetchJson`) — `fetch` + JSON-parse in one call; throws `HttpStatusError` (`status`, `statusText`, `url`) on a non-OK response and `JsonParseError` (`url`, `cause`) on unparsable JSON, so a `DataSource`'s `error` is always one of these two typed shapes, never a bare `Error`. `options.fetchImpl` swaps the fetch implementation for tests/SSR.
1147
+ - **`createJsonDataSource<T>(url, options?)`** (`data/jsonDataSource`) — sugar combining the two above: a `DataSource<T>` whose `load` calls `fetchJson(url, options)`.
1148
+ - **Dev proxy (`data/devProxy`)** — same-origin routing for external APIs during `bun dev` so browser CORS never blocks a game's `fetchJson` call against a third-party host. `parseDevProxyTable(raw)` parses a `VITE_JGENGINE_DEV_PROXY` env value (a JSON object of `{ routeName: "https://api.example.com" }`) into a `DevProxyTable`; `proxiedUrl(target, { dev?, table?, prefix? })` rewrites a `target` URL whose prefix matches a table entry into `/proxy/<routeName>/<rest>` (default prefix `/proxy`) when `dev` is true (defaults to `import.meta.env.DEV`) — else returns `target` unchanged, so the same call hits the real host in production. `apps/dev`'s `vite.config.ts` reads the same env var and wires a matching Vite server `proxy` entry per route (`changeOrigin: true`, strips the `/proxy/<routeName>` prefix) — set `VITE_JGENGINE_DEV_PROXY` once and both sides (the URL rewrite and the actual proxy route) agree.
970
1149
 
971
- **XP/level use the engine progression primitive.** `@jgengine/core/game/progression` ships `curve()`/`evalCurve()` (evaluate a game-owned XP-per-level curve *definition*) and `leveling()` (a level track over the bounded `xp`/`level` stats that reports overflow). You own the curve *numbers* in a catalog; the engine owns the overflow math — on level-up bump `level.current`, reset `xp.max` from the curve, push a `stat.levelUp` feed entry. Hand-rolling `xpForLevel`/`levelFromXp`/`xpToNextLevel` is the anti-pattern — those already exist. `LevelingConfig.thresholdMode` picks how the curve is read: `"perLevel"` (default) treats `xpForLevel(N)` as the incremental N-1→N cost, summed internally; `"cumulative"` treats `xpForLevel(N)` as the total lifetime XP to reach level N (0 at/below `startLevel`) and compares `xp.current` straight against those totals — pick this for a design that quotes "total XP to level N" tables.
1150
+ ## Multiplayer and the backend seam
1151
+ ## Genre cheat sheet
972
1152
 
973
- `leveling({ …, thresholdMode: "cumulative" })` switches to lifetime-total semantics: `xp` is a running total instead of a per-level bank, and `resolve(level, xp)` walks upward from `level` to the highest level whose cumulative threshold `xp` clears — it never demotes, and clamps the returned `xp` to the max-level threshold once capped. Default is `"perLevel"` (unchanged, fully back-compat) — pick `"cumulative"` for a total-XP display (MMO-style "12,450 XP") instead of a resettable per-level bank.
1153
+ - **Voxel/crafting**: objects for blocks/machines, `voxel()`, `object.break`/`object.placeFromInventory`.
1154
+ - **Tycoon/lab**: objects + `slotInventory`, `plots()`, configure via prompt → command.
1155
+ - **Shooter**: `fireProjectile`/`settleProjectile`; grenades settle → `effect({ at, radius })`; `movement.poses`/`aim` + zoom modifier; `servers({ … })` + game-owned `server.mode`; loadout classes from commands.
1156
+ - **MMO/RPG**: bounded stats + `leveling()` over a game XP curve; `tabTarget` → `cycleTarget`; handlers read `getTarget`; quests bound to `entity.died`/`inventory.added`; social party + `partyShare`; `server: "persistent"`.
1157
+ - **All combat games**: react to `entity.died` (feed/leaderboard/score) — never poll HP.
974
1158
 
975
- `ctx.player.stats` is a different thing: **modifiers** (buffs, ADS zoom, walk-speed bonuses) via `base/add/remove/get` with expiries — never bounded current/max values.
1159
+ ## Anti-patterns
976
1160
 
977
- ## Targeting (MMO tab-target)
1161
+ | Wrong | Right |
1162
+ |-------|-------|
1163
+ | Player tuning in `defineGame` | Entity catalog `movement` + stats |
1164
+ | `behaviors: […]` on place/spawn | Catalog entry |
1165
+ | Engine `weapon.fire` / `consumable.use` / `combat.*` | `item.use` + catalog `use` → game handler |
1166
+ | `ItemUseInput.to` for targets | `getTarget(from)` in handlers |
1167
+ | `effect({ to })` for gunshots | `fireProjectile` + `settleProjectile` |
1168
+ | Polling HP in `onTick` for kills | `entity.died` event |
1169
+ | `combat.lootTable` / `loot.enemy` | `onDeath` on the entity that died |
1170
+ | Hand-rolled `Math.random()` loot in commands | `lootTable()` + `ctx.game.loot.roll` |
1171
+ | Hand-rolled `xpForLevel`/`levelFromXp` | `game/progression` `curve()` + `leveling()` |
1172
+ | Hardcoded shop arrays | `item.trade.shops` + `tradableAt` |
1173
+ | Kit seeding via scattered `put`/`grant` | `applyLoadout` |
1174
+ | Per-user quest state hand-rolled | `game.quest.register` + binds |
1175
+ | `useKillFeed` / per-domain feed hooks | `useFeed({ action })` |
1176
+ | Raw keys in game logic | `defineGame` input actions |
1177
+ | Positioning inside `ui/components/` or on primitives (`CurrencyPill className="absolute …"`) | Screen wrappers in `GameUI.tsx` only |
1178
+ | Game UI classes without `@source` in host CSS | `@source` entries for your game dirs + `node_modules/@jgengine/{shell,react}` |
1179
+ | One file per catalog entry / per brand | Dense `<domain>/catalog.ts` |
1180
+ | Convex mutations called from game code | `commands.run` through the `GameBackend` transport |
1181
+ | Half a system: quest without tracker, cooldown without sweep, keybind never shown, stub "coming soon" modal | Finish the system end to end — or cut it whole (see `jgengine`) |
1182
+ | Game-side workaround for a missing engine primitive | File the gap at github.com/Noisemaker111/jgengine/issues (or PR the primitive) and cut or scope the dependent system honestly |
1183
+ | Game nouns in this skill | Engine primitives + placeholder ids only |
978
1184
 
979
- Persistent per-entity session state — never a per-use input field.
1185
+ ## New-game definition of done
980
1186
 
981
- ```ts
982
- ctx.scene.entity.setTarget(fromId, toId | null)
983
- ctx.scene.entity.getTarget(fromId) // → instanceId | null
984
- ctx.scene.entity.cycleTarget(fromId, { filter: "hostile" | "friendly" | "any", direction? })
985
- ```
1187
+ This is a gate, not a suggestion — every box, in one pass (workflow: **`jgengine`** skill). "Compiles and the hooks are wired" is not done; a declared system with no UI, no feedback, or no way to exercise it is not done — finish the system or cut it whole.
986
1188
 
987
- Hostility comes from catalog `role` (`"enemy"`/`"hostile"` classify hostile). Input `tabTarget`/`clearTarget` actions route here. Handlers always read `getTarget(input.from)` `ItemUseInput` deliberately has **no `to` field** (single source of truth, no client-supplied target to validate, three targeting models stay clean: aim for shooters, `queryArc` for melee, `getTarget` for MMO).
1189
+ - [ ] `game.config.ts` (`defineGame` from `@jgengine/shell/defineGame`) + `index.tsx` (barrel) + `main.tsx` (standalone host) + `loop.ts` + `game/content.ts`
1190
+ - [ ] Catalogs: `game/entities/<role>/catalog.ts`, `game/items/<domain>/catalog.ts`, `game/objects/catalog.ts`; loot tables beside their domain
1191
+ - [ ] Entity `stats` + `receive` orders aligned on the same stat ids; `role` set (drives targeting + camera)
1192
+ - [ ] `game/items/use-handlers.ts` registered in `onInit`; handlers read `getTarget`/`aim`, never a target input
1193
+ - [ ] `game/loadouts.ts` + `applyLoadout` in `onNewPlayer` (gated on `isNew`)
1194
+ - [ ] `game/quests/catalog.ts` + binds; if using xp/level, a game-owned curve fed to `game/progression` (`curve`/`leveling`) — **with their HUD/tracker, or cut**
1195
+ - [ ] `onInit`: register handlers/loadouts/loot/quests, event listeners, feed binds, leaderboard tracks; `setupWorld`
1196
+ - [ ] Player spawns with `id === ctx.player.userId`
1197
+ - [ ] `game/ui/GameUI.tsx` owns layout; components use `@jgengine/react` hooks
1198
+ - [ ] UI passes the **quality bar** above (contrast, scale, framing, genre fit) — not just hook wiring
1199
+ - [ ] Camera tuned via `camera` in `defineGame({...})` — defaults untouched means the feel was never checked
1200
+ - [ ] For an `environment()` world: a `<game>.world.test.ts` asserts `summarizeEnvironment(world)` (`@jgengine/core/world/environmentSummary`) is non-empty with the expected counts — the browserless scene-correctness gate
1201
+ - [ ] HUD screenshotted over a staged `GameUiPreview` scenario and **judged by looking at the image** against the UI quality bar in [`../jgengine-ui/reference.md`](https://github.com/Noisemaker111/jgengine/blob/main/.claude/skills/jgengine-ui/reference.md) — the final human glance, not the verification loop
1202
+ - [ ] Co-located bun tests for pure game math (curves, cooldowns, spawn logic)
1203
+ - [ ] Multiplayer via adapter config only; no direct backend calls
988
1204
 
989
- ## `item.use` — one verb for all usable items
1205
+ ## Quick reference
990
1206
 
991
- ```ts
992
- ctx.item.use.register(handlers) // once in onInit; duplicate names throw
993
- ctx.item.use.can(ctx, input) // → { reason } | null
994
- ctx.item.use.use(ctx, input) // dispatches catalog `use` → your handler
995
-
996
- type ItemUseInput = { from: string; itemId: string; inventoryId?: string; aim?: Aim };
997
- type ItemUseHandler<GameContext> = {
998
- can?(ctx, input): { reason: string } | null;
999
- apply(ctx, input): { state: GameContext; error?: string };
1000
- };
1001
1207
  ```
1208
+ defineGame (shell) engine fields (assets, world, physics, inventories, input, server, save, time, feed, multiplayer)
1209
+ + presentation fields (content, loop, GameUI, camera, environment, shadows, movement, devtools, …) in one call — smart defaults fill the rest
1210
+ defineGame (core) the underlying engine-only primitive: assets, world, physics, inventories, input, server, save, time, feed, multiplayer, loop
1211
+ PlayableGame { game, content, loop, GameUI, camera, … } — the runner contract `defineGame` (shell) returns
1212
+ GameContext ctx.scene / ctx.game / ctx.player / ctx.item / ctx.camera / ctx.input + subscribe/version
1213
+ scene.object place, remove, move, rotate, at, setVisual (per-instance ObjectVisual: scale/color/opacity override)
1214
+ scene.entity spawn (anchor/offset), despawn, setPose, update; stats; targeting; effects;
1002
1215
 
1003
- **Handlers receive the full `GameContext` as state** and mutate through it. Handlers own ammo, cooldowns, range checks, and effect ids; the engine owns projectile geometry, stat clamp math, and `canReceive`.
1004
-
1005
- | Handler | Engine calls |
1006
- |---------|--------------|
1007
- | gun | spend ammo → `fireProjectile` → `settleProjectile` |
1008
- | grenade | `fireProjectile` (ballistic) → settle → `effect({ at, radius })` |
1009
- | melee | `queryArc` + reach from `getStat` → `effect` per hit |
1010
- | MMO cast | `getTarget(from)` → `stats.delta(mana)` → `effect({ to })` |
1011
- | consumable | `effect({ to: from, effect: "heal", via: { amount: -n } })` |
1216
+ # jgengine-ui
1012
1217
 
1013
- Banned in the engine: `weapon.fire`, `consumable.use`, `game.combat.*`, per-weapon commands.
1218
+ Use this skill for the **visual and interaction design of the game interface**: title screens, HUDs, menus, prompts, maps, inventories, dialogue, touch controls, transitions, pause/results states, accessibility, and screenshot critique.
1014
1219
 
1015
- ### Skill-checks and QTE (timed/rolled minigames)
1220
+ Do not use this skill as a React, routing, state-management, or hooks reference. The main `jgengine` skill owns routing and points to the engine APIs. When implementation needs `@jgengine/react` hooks or shell APIs, follow the links in the main skill and the compact API appendix in [reference.md](reference.md); keep this skill focused on what the player sees and feels.
1016
1221
 
1017
- `@jgengine/core/interaction/skillCheck` models a moving-target-zone minigame (casting/reeling, active-reload): `evaluateSkillCheck({ trackWidth, zone, markerPeriod, window, zoneDriftPerSecond? }, elapsedSeconds)` bounces a marker back and forth over `markerPeriod` seconds and returns `{ success, timedOut, markerPosition, zone }` — `zone` itself can drift when `zoneDriftPerSecond` is set. It is pure: an `item.use` handler starts a session by recording `ctx.time.now()` (game-time, so pause/fast-forward apply for free) the first time it's pressed, and evaluates `evaluateSkillCheck` against the elapsed time on the next press to lock in success/fail — the session bookkeeping (a `Map<instanceId, startedAt>`) is game-owned, same pattern as an ability-cooldown map.
1222
+ ## Required outcome
1018
1223
 
1019
- `@jgengine/core/interaction/qte` sequences discrete timed prompts: `evaluateQteSequence(steps: QteStep[], inputs: QteInputEvent[])` walks `{ id, action, windowStart, windowEnd }` steps against `{ action, at }` presses and returns `{ status: "success" }` or `{ status: "fail", atStep, reason }`; `pendingQteStep`/`qteProgress` read the currently-active step and fraction complete for UI.
1224
+ A JGengine game must read as a self-contained game, not a responsive website with a canvas inside it.
1020
1225
 
1021
- `@jgengine/react` ships matching headless UI: `SkillCheckBar({ config, startedAt })` and `QteTrack({ steps, startedAt })` self-tick via `requestAnimationFrame` and read `ctx.time.now()` each frame — pass `className`/`trackClassName`/`zoneClassName`/`markerClassName` (or `stepClassName`/`activeClassName`/`doneClassName` for `QteTrack`) for the moving-zone/timing visuals the UI quality bar requires.
1226
+ Before shipping UI:
1022
1227
 
1023
- ### Capture and owned roster
1228
+ 1. Give the game a concise UI art direction.
1229
+ 2. Compose explicit desktop/mobile game layouts instead of document flow.
1230
+ 3. Keep persistent HUD information sparse and hierarchical.
1231
+ 4. Adapt touch controls to the genre and reserve their screen zones.
1232
+ 5. Implement authored focus, pressed, selected, disabled, success, failure, and warning states.
1233
+ 6. Add purposeful motion and feedback.
1234
+ 7. Capture screenshots and revise what actually renders.
1024
1235
 
1025
- `@jgengine/core/scene/captureCheck` `captureChance({ hpFraction, catchPower, difficulty? })` returns a 0..1 probability (lower `hpFraction` and higher `catchPower` raise it, higher `difficulty` lowers it); `rollCapture(input, rng?)` rolls it. `@jgengine/core/scene/roster` — `createRoster()` is a persisted, per-owner store (`capture`, `release`, `list`, `get`, `setEquipped`, `equippedList`, `snapshot`/`hydrate`) wired onto the runtime as `ctx.game.roster`, distinct from `game.social.party` (session-ephemeral) — roster entries persist and are optionally equipped (deployed) independent of party membership.
1236
+ ## Ownership boundary
1026
1237
 
1027
- A capture item's `item.use` handler composes the primitives instead of forking them: read the wild target's hp via `ctx.scene.entity.stats.get(target, "health")`, roll `rollCapture({ hpFraction, catchPower })`, and on success call `ctx.scene.entity.despawn(target)` + `ctx.game.roster.capture(ownerId, catalogId)` the wild scene entity is removed and re-parented into the owner's persisted roster; the react `CaptureOdds({ chance })` component shows the live odds meter the UI quality bar requires.
1238
+ The main `jgengine` skill owns intake, engine architecture, API routing, hooks, commands, state, and verification routing. This skill owns presentation quality.
1028
1239
 
1029
- ## Combat effects, projectiles, death, feel, abilities
1240
+ Read [reference.md](reference.md) when building or reviewing a game interface. It contains the implementation quality bar, layout rules, art-direction template, touch-control requirements, acceptance criteria, and the compact existing React API surface.
1030
1241
 
1031
- Combat primitives — effects & projectiles, death handling, melee/defense/telegraph feel, and abilities/resources/auto-target/resistance/run drafts. Full surface: **[reference/combat.md](reference/combat.md)**.
1242
+ ## Non-negotiable defaults
1032
1243
 
1033
- ## Loot
1244
+ - Active play owns the viewport; no marketing header, page title bar, document scrolling, or website container.
1245
+ - Screen placement belongs in the game's `ui/GameUI.tsx` composition layer.
1246
+ - Persistent gameplay information is frameless unless a physical/diegetic frame is part of the game's art direction.
1247
+ - Instructions are contextual and temporary, not permanent keyboard grids.
1248
+ - Mobile controls share input mechanics but not one universal visual skin.
1249
+ - Themes change geometry, composition, typography roles, icons, motion, materials, sound, and density—not only colors.
1250
+ - Ordinary rounded cards, pill buttons, generic dark modals, and dashboard grids are fallback failures, not defaults.
1034
1251
 
1035
- ```ts
1036
- lootTable({ id, rolls?, entries: [{ item? | currency?, count: n | [min,max], weight }] })
1037
- ctx.game.loot.register(table) // in onInit
1038
- ctx.game.loot.has(id) / roll(id, rng?) / grantToPlayer(userId, drops, source?)
1039
- ```
1252
+ ## Preview states ship with the UI
1040
1253
 
1041
- Tables colocate with their domain (`entities/enemies/loot-tables.ts`, `objects/loot-tables.ts`). Entities reference them via `onDeath.drops`; chests via a `loot.open` command arg. `grantToPlayer` fills declared inventories, grants currencies, and emits `loot.granted`.
1254
+ Every game ships `src/preview.tsx`: a static default frame (default export, used by the website card) plus a `states` named export (`GamePreviewStates` from `@jgengine/react/preview`) keying named UI states `stage_1`, `game_over`, `boss_intro` — to components. Build state entries from the game's **real UI components** with fixture snapshots (canned props/state), not redrawn lookalikes; that turns every key into a capturable render test. Capture any state instantly with `bun run shoot <game> --preview <stateKey>` — no sim, no three.js, no hang risk — and use it as the screenshot-critique loop for HUD/menu/overlay work before any full-shell `--mode ui`/`play` glance.
1042
1255
 
1043
- ## Card, board & shaped-inventory primitives
1044
- Pure, renderer-free structures for card, board, and deckbuilder games — they sit **beside** the slot inventory, not in place of it. All are immutable-reducer + thin-controller pairs, mirroring the two-tier ctx/factory model: use the `create*` controller in game code, reach for the exported pure functions (`draw`, `moveCards`, `tickTimeline`, `laneAggregate`, `runPipeline`, `placeShaped`) for unit tests and headless servers.
1045
- ```ts
1046
- // cards/cardPile — named ordered zones (deck/hand/discard/exhaust); seeded shuffle, hand limit, reshuffle-on-empty
1047
- const pile = ctx.game.cards.pile("deck", { zones: ["deck","hand","discard","exhaust"], drawFrom:"deck", handZone:"hand", discardTo:"discard", handLimit:7, reshuffleFrom:"discard" });
1048
- pile.reset(createCardPileState(pileConfig, { deck: ids })); // seed zone contents once, from onInit
1049
- pile.shuffle("deck", seed); // seeded Fisher–Yates via pileRng — deterministic under the same seed
1050
- pile.draw(5); // deck → hand, clamped to handLimit, reshuffles discard when deck runs dry
1051
- pile.discard(ids); pile.exhaust(ids, "exhaust"); // Slay the Spire / Balatro lifecycle
1052
- // cards/modifierPipeline — ordered { source, apply(value) → value } with an inspectable per-step trace
1053
- const score = runPipeline({ chips: 10, mult: 1 }, jokers); // score.value + score.trace[i].{before,after,changed} for Balatro-style scoring readouts
1054
- // board/laneBoard — N lanes, per-side power aggregate + optional per-lane LaneRule modifier (Marvel Snap / Inscryption)
1055
- board.aggregate(lane, "player").total; board.outcome(lane).winner; board.lanesWon();
1056
- // board/timelineBoard — N slots each on an independent cooldown, resolving in expiry order (The Bazaar auto-battlers)
1057
- board.tick(dtMs); // → fires[] sorted by expiry time then slot index; multiple fires per slot per tick
1058
- // inventory/shapedGrid — polyomino footprints, rotate, overlap-check, adjacency (Backpack Hero / Tetris inventory)
1059
- placeShaped(grid, { id, value, footprint }, [col,row], rotation); // rotateFootprint / canPlace guard overlap + bounds
1060
- gridAdjacencyQuery(grid).neighborsOf(id); // feeds synergy effects
1061
- ```
1062
- Reuse the engine's seeded RNG (`pileRng`) for anything random — never `Math.random()` in game logic. The React drag/rotate/drop/snap gesture layer over these lives in `@jgengine/react` (see UI section).
1063
-
1064
- `ctx.game.cards.pile(id, config?)` is the runtime-wired accessor for `createCardPile`: lazily creates the pile on first call (`config` required then) or returns the existing one for `id` on every later call, and every mutation notifies `ctx.subscribe`/bumps `ctx.version()` — so a `useEngineState`-bound hand/discard view re-renders without a game-owned store. Reach for `createCardPile` directly only for a headless test or server; game code goes through `ctx.game.cards.pile`.
1065
-
1066
- ## Puzzle primitives — cell grids and falling pieces
1067
-
1068
- Two pure, renderer-free `@jgengine/core` primitives for cell-based puzzle games (Tetris wells, match-3 boards); tile art and the drop-cadence loop are the shell's/game's job.
1069
-
1070
- - **`puzzle/cellGrid`** — a generic immutable `CellGrid<T>` for uniform typed-cell boards. Row 0 is the top; `y` grows downward. `createCellGrid`, `cellAt`, `withCell`/`withCells` (immutable single/batch writes), `fullRows`/`clearRows` (line-clear + compaction), `collapseColumns` (match-3 cascade gravity), `findRuns` (run detection with an optional custom matcher).
1071
- - **`puzzle/fallingPiece`** — the falling-piece layer over a `CellGrid`: `ShapeTable<TShape>` maps rotation states to cell offsets; `pieceCells`/`pieceCollides`/`mergePiece` place, test, and commit a piece; `dropDistance` computes the ghost-piece landing row; `gravityInterval`/`levelForLines`/`lineScore` are the classic Tetris drop-speed/level/score curves (overridable); `createLockDelay`/`stepLockDelay` is the grounded→countdown→lock stepper (`delaySeconds: 0` locks instantly on touchdown).
1072
- - **`tactics/fallingGrid`** — a generic tile-drop grid over any `TCell` payload (distinct from the `cellGrid`/`fallingPiece` row-clear pair): `createFallingGrid(config)`, `gravityIntervalMs(level, config?)` for the drop-speed curve, and a `FallingGridSnapshot`/`LockState` shape for the grounded→lock stepper.
1073
-
1074
- ## Dropped items — `worldItem` and the loot filter
1075
- A `worldItem` is a scene **entity** (position + item ref + rarity), never an inventory item or object — see the three buckets. `onDeath.dropMode: "world"` (above) is the usual producer; games can also hand-place ground loot (chests, quest drops).
1076
- ctx.scene.worldItem.spawn({ itemId, position, rarity?, baseType?, count?, affixTier?, source? })
1077
- ctx.scene.worldItem.get(instanceId) / list() / nearestInRadius(from, radius, filter?)
1078
- ctx.scene.worldItem.pickup(instanceId, userId) // grants to inventory + despawns, emits worldItem.picked_up
1079
- Click-to-grab is engine-owned: setting `pointer.grabWorldItems: true` in `defineGame({...})` makes `@jgengine/shell`'s `GamePlayerShell` resolve `pointer.worldHit()` on primary click, and — when the hit entity is a `worldItem` within the `worldItem.pickupRadius` (default `DEFAULT_PICKUP_RADIUS`) configured on `defineGame({...})` of the local player — calls `pickup` directly, no game command needed. `@jgengine/react`'s `useWorldItems()` / `useNearestWorldItem(radius)` drive a HUD pickup prompt off the same store.
1080
- Presentation is a two-layer render binding, both engine-owned (rendered by `@jgengine/shell`'s `WorldItems`) over **game-supplied data**:
1081
- 1. **Rarity baseline** — the `worldItem.rarityStyle: Record<rarity, { color?, beam?, label? }>` field of `defineGame({...})`, the game's rarity palette (Borderlands/Diablo-style beam + color coding).
1082
- 2. **Loot filter overlay** (#33) — the `worldItem.filter: LootFilterRule[]` field of `defineGame({...})`, built with `lootFilter([{ id, when: { rarity?, baseType?, minAffixTier?, maxAffixTier? }, hide?, color?, beam?, label? }])` from `game/lootFilter`. **First matching rule wins** (PoE/Last Epoch block semantics); a rule only overrides the fields it sets, everything else falls back to the rarity baseline. `resolveWorldItemPresentation(item, rarityStyle, rules)` composes both layers and is what the shell calls per item.
1083
- ## Gear systems — durability, affixes, modular items, storage tiers
1084
- Four pure primitives that hang off item **instances** (not the stackable catalog id) — all catalog-first (specs are game-supplied config) and renderer-free. Item instances that carry durability/affix/modular state key off a game-assigned instance id, the same way targeting keys off entity instance ids.
1085
- **Durability** (`item/durability`) — per-instance wear + repair. `DurabilitySpec` (`{ max, wearPerUse?, wearPerHit?, disableAtZero?, repair? }`) is catalog data; `createDurability(spec)` seeds a `DurabilityState`, `wear(spec, state, "use" | "hit", times?)` decrements (floors at 0), `isDisabled(spec, state)` gates use at zero, `durabilityFraction` feeds a HUD bar. Repair is quote-then-apply: `repairQuote(spec, state, { station?, to? })` returns the `{ item, count }[]` material cost (scaled by points restored) + the post-repair state (optional `qualityLossPerRepair` shrinks `max` each repair, Tarkov-style) — the game charges the materials through inventory, then commits the quote's `state`. `createDurabilityTracker()` keeps `DurabilityState` per instance id for the runtime.
1086
- **Affix roller** (`item/affix`) — procgen `base × rarity → { rolled affixes, computed stats, name }`. `createAffixRoller({ pools, rarities })` over rarity-weighted `AffixPool`s. `roll(base, rarityId, rng)` draws `affixCount` distinct affixes without replacement (weighted, via the engine's `pickWeighted`), computes stats (base × `rarity.statScale`, then `op: "add"` affixes, then `op: "mul"`), and composes a name from `rarity.namePart` + prefix/suffix parts. `rollRarity(rng)` picks a weighted tier; `rollRandom(base, rng)` chains both. Pass `seededRng(seed)` for deterministic drops; any `() => number` rng works (same contract as `loot.roll`). `seededRng` lives in `random/rng` (re-exported here) alongside `seededStreams(seed)`, which derives independent named streams from one seed — `streams("worldgen")` vs `streams("history")` — so simulation draws never perturb generation (intervening in a run cannot change the map).
1087
- **Modular item** (`item/modularItem`) — a whole assembled from parts in typed mount slots (guns, mechs). `ModularItemDef` has `slots: MountSlotDef[]` (`{ id, accepts, required? }`); `install(def, installed, slotId, part)` validates the slot exists, accepts the part's `category`, and is empty; `computeEffectiveStats(def, installed)` rolls part `stats` (additive) then `multipliers` over `baseStats`; `missingRequiredSlots`/`isComplete` gate a buildable whole. `createModularItem(def)` is the stateful wrapper (`install`/`uninstall`/`effectiveStats`/`partInSlot`).
1088
- **Storage tiers + insurance** (`inventory/storageTier`) — the extraction-economy inventory half. Inventory containers carry a `tier: "carried" | "banked"` (`InventoryDeclaration.tier`; a Tarkov secure container is just a `banked` container on the body). `partitionOnDeath(containers)` splits a death snapshot into `{ kept, lost }` (banked survives, carried is dropped, stacks merged). `createDeliveryQueue()` is the delayed-delivery (insurance) hook: `schedule` a `ScheduledDelivery` with a game-time `deliverAt`, then `due(now)` / `claimDue(now)` drain it on the tick clock. `insureLost(lost, policy, userId, now, rng?)` filters the lost set to insured items and stamps a delayed `deliverAt` → feed straight into the queue. `resolveConsolation(policy, partition)` returns a baseline loadout id (apply via `applyLoadout`) — the death consolation grant, optionally gated on `if-carried-empty`. *(Session/round machines — extraction hold-to-leave, raid banking — consume this tier; see the objective-machine group.)*
1089
- ## Objective, round & session machines
1090
- Content-agnostic state machines for competitive/session shapes — plant/defuse, buy/live/end rounds, downed/revive, the battle-royale ring, extraction raids, run-vs-meta persistence. All pure `core`; every timer takes a **game-time** `dt`/`now` (`ctx.time`), so pause and fast-forward apply for free. Drive them from `loop.onTick` and pipe their events into `ctx.game.feed`/`events`; render their snapshots as HUD (per the UI quality bar in [`reference/ui-react.md`](reference/ui-react.md) — the downed banner, ring warning, and extraction timer are required HUD).
1091
- **Contested channel** (`session/contestedChannel`) — the interrupt-on-damage progress objective behind plant/defuse, cash-out, urn deposit, banishing, and hold-to-extract. `createContestedChannel({ duration, interruptOnDamage?, resetOnInterrupt?, favorability?, ratePerOccupant?, contested?, decayRate? })`: `start(team)` begins the channel, `tick(dt, occupants)` advances it against per-team occupancy (`Record<teamId, count>`) and emits `start`/`tick`/`contested`/`paused`/`complete` events, `damage(reason?)` interrupts (keeps or zeroes progress per `resetOnInterrupt`). `favorability[team]` scales fill rate (Deadlock deposit); `ratePerOccupant` fills faster with more owners present; `contested: "pause" | "decay"` chooses whether an opposing occupant freezes or reverses progress (The Finals contest). The owner leaving pauses it. Extraction hold-to-leave reuses this primitive verbatim.
1092
- **Round state** (`session/roundState`) — the buy→live→end match machine (Valorant/CS). `createRoundState({ phases, teams, phaseOrder?, winCondition?, maxRounds?, winReward?, lossBonus? })`: `tick(dt)` runs the phase timer and auto-advances (emitting `phase.start`/`phase.end`, rolling the last phase back into the next round's first), `concludeRound(winner)` records the win on any "conclude-eligible" phase (any phase but the first/last in the cycle), settles `round.economy` (winner gets `winReward`, losers get an escalating `lossBonus` via `lossBonusFor(rule, streak)` clamped to `max`), and moves to the next phase. `onPhaseEnd(hook)` fires commerce/spawn gates on each transition; `match.end` fires at `maxRounds`. `server.mode` stays a game string — this is the timer/economy engine under it.
1093
-
1094
- Two extras beyond the default buy/live/end cycle: `phaseOrder?: string[]` overrides the phase names/cycle entirely (a wider `Record<string, number>` `phases` shape to match) — a draft→ban→play→score cycle is the same machine with different phase names. `teams: (string | { id, role? })[]` accepts a plain id or a `{ id, role }` pair; `roleOf(team)` reads the tag back (`"attacker"`/`"defender"`, Valorant side assignment) without a parallel lookup table. `winCondition?: (snapshot: RoundSnapshot) => string | null` lets `evaluate()` (call it from `onTick` alongside `tick(dt)`) auto-conclude the round the instant a score/objective condition is met, instead of the game hand-calling `concludeRound` — return a team id to end it, `null` to keep playing; `RoundSnapshot` is `{ round, phase, timeLeft, scores, lossStreaks, roles, matchOver }`.
1095
- **Role assignment** (`session/roles`) — `assignRoles(players, specs: RoleSpec[])` distributes fixed-count or proportional roles (hider/seeker, spy/operative, prop/hunter) across a player list — the allocation half of an asymmetric session mode; `RoundConfig.teams`' per-team `role` is the lighter-weight alternative when a round machine already tracks the roster.
1096
- **Downed / revive** (`combat/downed`) — the 3-state alive→downed→dead chain (Apex/Helldivers). `createDownedState({ bleedoutSeconds, reviveSeconds?, reviveHealthFraction?, banner? })`: `down(id)` starts the bleedout, `tick(dt)` counts it down (→ `died`, optionally spawning a `banner`), `revive(id, dt)` accumulates an ally's hold time (→ `revived` with the health fraction the game restores), `finish(id)` executes a downed enemy, and `respawnFromBanner(id)` brings a banner-holder back at a beacon. It sits **in front of** the engine death resolution: on lethal damage call `down` instead of dying; on `died`/`bleedout` run the real `resolveDeath`. No banner ⇒ death is terminal.
1097
- **Shrinking ring** (`session/ring`) — the battle-royale safe zone with out-of-bounds DoT. A catalog `RingConfig` is `{ center, phases: RingPhase[] }` where each phase is `{ startTime, shrinkDuration, fromRadius, toRadius, damagePerSecond, center? }` on the game clock. `ringSampleAt(config, t)` / `createRing(config).at(t)` returns the live `{ center, radius, damagePerSecond, shrinking }` (radius/center interpolate during each shrink window, hold between phases); `isOutside(t, pos)` / `distanceOutside(t, pos)` test a point, and `damageOutside(t, dt, positions)` returns per-entity `{ id, damage }` for everyone beyond the wall — feed those into `scene.entity.stats.delta`/`effect` each tick.
1098
- **Extraction session** (`session/extraction`) — the raid-scoped "reach an extract and leave to bank what you carried" wrapper (Tarkov/DMZ/Helldivers), composed from the contested channel + `inventory/storageTier`. `createRaidSession({ extracts, insurance?, consolation? })`: `beginExtract(userId, extractId, team?)` opens a hold-to-leave channel, `tickExtract`/`damage` drive it, and on completion `resolveExtraction(userId, containers)` banks everything carried. `resolveDeath(userId, containers, now, rng?)` runs `partitionOnDeath` (banked kept, carried lost), schedules insured items through the built-in delivery queue (`claimDeliveries(now)` drains it on the clock), and yields the consolation loadout id. `playerSnapshot(userId)` feeds the extraction-timer HUD.
1099
- **Persistence scopes** (`runtime/persistenceScope`) — the run-vs-meta split with explicit reset boundaries (Icarus mission wipe, Once Human season reset). `partitionScopes(state, { run })` splits a flat record into `{ meta, run }` by key; `resetRun` clears the run half while meta (talents/blueprints/account currency) survives; `clearRunFields(playerRow, runFields)` and `applyRunReset(profile, runFields, now)` do the same over `RuntimePlayerRow`/`PlayerProfileRecord`. `planScenarioReset({ gameId, serverId?, wipeChunks?, wipeServerSession?, resetPlayers?, runFields? })` normalizes a scenario/season reset that `HostPersistence.resetScenario?(reset)` applies — `@jgengine/sql` implements it (deletes the server's chunks + session, run-resets each profile in one transaction), keeping account meta intact.
1100
-
1101
- ## Trade
1102
-
1103
- Catalog `trade` fields drive everything — no duplicate price lists.
1256
+ ## Rejection test
1104
1257
 
1105
- ```ts
1106
- ctx.game.trade.canBuy(itemId, shopId, count?) // → reason | null
1107
- ctx.game.trade.canSell(itemId, count?)
1108
- ctx.game.trade.buy(itemId, count, { shop, inventoryId }) // charge → put, rolls back on failure
1109
- ctx.game.trade.sell(itemId, count, { shop, inventoryId })
1110
- ctx.game.trade.tradableAt(shopId, allItemIds) // derive stock from catalogs
1111
- ```
1258
+ Reject and revise the UI when it could be mistaken for a SaaS dashboard, landing page, admin panel, documentation page, or generic emulator overlay.
1112
1259
 
1113
- ## Economy and unlocks
1260
+ # JGengine UI — game presentation reference
1114
1261
 
1115
- ```ts
1116
- ctx.game.economy.balance(userId, currencyId) / grant(...) / charge(...) // charge → { reason } | null
1117
- ctx.game.unlocks.has(userId, id) / grant(userId, id) / list(userId) / tree(categoryId)
1118
- ```
1262
+ This reference defines the required visual and interaction quality for JGengine games. The main `jgengine` skill owns engine architecture, hooks, input commands, and routing. This document owns what the interface looks like, how it is composed, how it responds, and how it is verified.
1119
1263
 
1120
- Catalog `requires: [unlockId]` gates validate at command time.
1264
+ ## The rule
1121
1265
 
1122
- ## Crafting, tech tree & production
1266
+ A game must visually own its viewport. It must not resemble a dashboard, landing page, documentation page, or ordinary responsive web app.
1123
1267
 
1124
- Four **pure** primitives (no ctx, no renderer) for survival-crafting, tech-tree, factory, and farming games. All are catalog-first: recipes, tech nodes, production rates, and crop stages are game **data** you feed the primitive — the engine owns the graph math, the timers ride `ctx.time` (game-seconds), never wall-clock.
1268
+ HTML and React are valid implementation tools. Website visual grammar is not the default.
1125
1269
 
1126
- **Recipe graph** — `@jgengine/core/crafting/recipe`. A `RecipeDef` is `{ id, inputs: RecipeItem[], outputs: RecipeItem[], seconds?, station?, stationRange?, requires? }` — inputs + optional required-workstation-in-range + time → outputs. `craft(state, layout, traits, recipe, context)` consumes inputs and produces outputs on an `InventoryState` **atomically** (rejects `missing-inputs` / `no-station` / `locked` / `no-output-space` without mutating on failure); `canCraft(...)` is the dry-run. `context = { origin?, stations?, unlocked? }`: `stationSatisfied` checks a matching placed workstation (`{ catalogId, position }`) within `stationRange` of `origin`, and `requires` gates on `unlocked(id)` (wire it to `ctx.game.unlocks.has` or the tech tree). `createRecipeGraph(defs)` indexes recipes by `producing(itemId)` / `using(itemId)` / `category`. Long crafts schedule completion with `ctx.time.after(craftSeconds(recipe), …)`.
1270
+ ## 1. Start with a concise UI art direction
1127
1271
 
1128
- **Tech tree** — `@jgengine/core/economy/techTree`. **Generalizes flat `unlocks`, does not duplicate it**: a `TechNodeDef extends UnlockDef` adds `requires` (prerequisite node/unlock ids), an optional `recipe` payload, and `grants` (extra flat unlock ids). A node id **is** an unlock id, so flat unlocks are just tech nodes with no `requires`. `createTechTree(defs)` wraps `createUnlocks` internally and gates grants on prerequisites: `unlock(userId, id)` refuses until every `requires` is met, `available(userId)` is the reachable frontier, `recipes(userId)` lists the recipe payloads a player has unlocked (feed them to the recipe graph). `tree(categoryId)` and per-user `has`/`list`/`snapshot`/`hydrate` mirror `unlocks`.
1272
+ Before implementing screens, write this short block:
1129
1273
 
1130
- **Production building** — `@jgengine/core/crafting/production`. `productionBuilding({ id, inputs, outputs, rate, power?, bufferMultiplier? })` — a placed building that consumes buffered inputs and emits outputs on a timer. `rate` is production **cycles per game-second**; `tickProduction(def, state, { dt, powered? })` advances continuously through `dt` (so pause/fast-forward apply for free) and completes as many cycles as the buffer allows. `feedProduction` / `drainOutput` move items in and out of the internal buffers (a puller/conveyor). `advanceTransport(path, items, dt)` slides items along a belt and splits off `delivered`. `resolvePowerGrid(supply, consumers)` powers demands greedily until supply is exhausted — gate a building's tick on `powered`.
1274
+ ```md
1275
+ UI ART DIRECTION
1131
1276
 
1132
- **Farming** — `@jgengine/core/crafting/crop`. `CropTileState` is a soil state machine (`untilled` → `tilled` → planted); `tillTile` / `plantCrop` / `waterTile` are pure tile transitions and `advanceCropDay(def, tile)` runs the **day tick** — a `CropDef { stages, regrowDays?, needsDailyWater?, harvest? }` advances a growth stage per watered day and sets `harvestable`; `harvestCrop` yields and either clears the tile or resets a regrow crop. `applyToolToTiles(tiles, center, pattern, apply)` applies a tool across a tile pattern under the cursor — `singleTile()`, `squarePattern(r)`, `diamondPattern(r)`, `rectPattern(w,d)` (watering-can / hoe AoE). `createCropField(catalog)` is the stateful wrapper over a tile grid (`till`/`plant`/`water`/`harvest`/`advanceDay`); drive `advanceDay()` off the calendar day rolling over — `createDayTicker(startDay)` reports how many days `ctx.time.calendar().day` has crossed.
1277
+ Player fantasy:
1278
+ Emotional tone:
1279
+ Shape language:
1280
+ Material language:
1281
+ Typography roles: display / body / numerical / labels
1282
+ Motion language:
1283
+ Icon language:
1284
+ Sound language:
1285
+ Information hierarchy:
1286
+ Forbidden patterns:
1287
+ ```
1133
1288
 
1134
- ## `applyLoadout`
1289
+ Keep it practical. It should directly influence layout, silhouettes, controls, timing, and materials.
1135
1290
 
1136
- ```ts
1137
- ctx.player.loadout.register(loadouts) // onInit
1138
- ctx.player.applyLoadout(userId, loadoutId) // → null | { reason }
1139
- ```
1291
+ Example forbidden patterns:
1140
1292
 
1141
- `LoadoutDef = { inventories?: { hotbar: [{ item, count, slot? }], … }, stats?, economy?, unlocks? }`. Application is **all-or-nothing**: every inventory put dry-runs first; any rejection applies nothing. Starter kits gate on `ctx.player.isNew`; class/respawn kits run from commands. Never scatter raw `put`/`grant` calls for a kit.
1293
+ - generic rounded dashboard cards
1294
+ - pill buttons
1295
+ - long centered paragraphs during play
1296
+ - ordinary two-column form layouts
1297
+ - persistent keyboard-instruction grids
1298
+ - multiple equally weighted bordered panels
1299
+ - generic translucent mobile circles
1300
+ - large website-style modals
1301
+ - document-flow wrapping used as HUD layout
1142
1302
 
1143
- ## Quests
1303
+ A theme is not complete when only colors and fonts change. It must also affect composition, geometry, spacing rhythm, borders, icons, animation, sound, information density, terminology, button construction, and touch controls.
1144
1304
 
1145
- ```ts
1146
- ctx.game.quest.register(catalog) // onInit
1147
- canAccept / accept / abandon / canTurnIn / turnIn / grant / revoke
1148
- progress(userId, questId, objectiveId, delta)
1149
- list(userId) / has(questId)
1150
- bind("entity.died") // kill objectives match objective.target === catalogId
1151
- bind("inventory.added") // collect objectives match objective.item
1152
- ```
1305
+ ## 2. Screen inventory and hierarchy
1153
1306
 
1154
- Catalog: `{ id, title, giver?, turnIn?, requires?, objectives: [{ id, kind, target?/item?, count, partyShare? }], rewards? }`. `requires` is satisfied by a completed quest of that id or an unlock. `turnIn` applies declarative `QuestRewards` — `{ xp?: { amount }, economy?: Record<string, number>, items?: { item, count, inventory }[], unlocks?: string[], quests?: string[] }` — note `xp` takes an `{ amount }` wrapper (applied via `stats.delta` + your level-up loop) and each reward `item` names the `inventory` it fills; chained `quests` are auto-offered if acceptable. Events: `quest.accepted` / `quest.updated` / `quest.completed`. `partyShare: { radius, credit: "all" | "tagger" }` extends kill credit to nearby party members.
1307
+ Identify the screens the game actually needs:
1155
1308
 
1156
- ## Social
1309
+ - boot/loading
1310
+ - title or attract screen
1311
+ - mode selection
1312
+ - onboarding/tutorial
1313
+ - gameplay HUD
1314
+ - pause
1315
+ - settings
1316
+ - map/inventory/dialogue where relevant
1317
+ - victory/results
1318
+ - failure/retry
1157
1319
 
1158
- ```ts
1159
- ctx.game.social.friends.canRequest / request / accept / decline / remove / block / list / requestsFor // persisted
1160
- ctx.game.social.party.register({ maxMembers }) // then canInvite / invite / accept / decline / kick / leave / promote / list / membersOf / invitesFor
1161
- ctx.game.social.presence.get(userId) // { online, serverId?, zoneId?, instanceId? }
1162
- ctx.game.social.emotes.play(fromUserId, emoteId, radius?) // → { from, emoteId, at, recipients } | { reason }
1163
- ctx.game.social.worldInvites.invite(fromUserId, toUserId, { serverId, joinCode? }) // then canInvite / accept / decline / listFor
1164
- ```
1320
+ For each screen, define:
1165
1321
 
1166
- Party is ephemeral session state (invites expire; leader leaving promotes the next member). Events: `social.friend.added`, `social.party.joined`, `social.party.left`.
1322
+ - the player’s primary question
1323
+ - the primary action
1324
+ - the most important information
1325
+ - what can be hidden
1326
+ - what belongs in-world instead of in the HUD
1167
1327
 
1168
- **World invites** bridge friends and `multiplayer/matchmaking`: an invite carries the `{ serverId, joinCode? }` of the session you're in (the same fields as a `SessionListing`); `accept(userId, inviteId)` → `{ target }` is the join target you hand to your backend's `joinServer`/`joinByCode` — the invite never joins anything itself. Invites are ephemeral like party invites (TTL via `SocialDeps.worldInviteTtlMs`, default 60s; blocked users can't invite either direction). Events: `social.world.invited`, `social.world.accepted`. React: `useWorldInvites()` lists pending invites for the local player.
1328
+ ### HUD tiers
1169
1329
 
1170
- `emotes.play` reuses `scene.entity.inRadius` to find nearby **player**-role entities (default radius 20) and emits `emote.played` never build a parallel proximity broadcast. Emote ids are game-defined strings (no registration, same convention as effect ids). Bind it into the existing feed primitive for a HUD feed: `ctx.game.feed.bind("emote.played")` + `useFeed({ action: "emote.played" })` — no dedicated emote hook exists or is needed.
1330
+ **Tier 1immediate action and survival**
1331
+ Health, timer, current target, ammo, danger, capture state.
1171
1332
 
1172
- ## Chat
1333
+ **Tier 2 — short-term decisions**
1334
+ Objective progress, route progress, cooldowns, combo, pursuit distance.
1173
1335
 
1174
- ```ts
1175
- ctx.game.chat.send(fromUserId, channelId, body) // { message, recipients } | { reason }
1176
- ctx.game.chat.whisper(fromUserId, toUserId, body) // stable per-pair channel "whisper:<a>:<b>"
1177
- ctx.game.chat.history(channelId, { limit?, viewerUserId? }) // viewer filter drops blocked senders
1178
- ctx.game.chat.register({ id, kind, radius?, historyLimit?, rateLimit? }) // custom channels
1179
- ctx.game.chat.channels() / snapshot() / hydrate(data)
1180
- ```
1336
+ **Tier 3 — reference information**
1337
+ Full map, inventory, controls, schedule, mission details, lore.
1181
1338
 
1182
- Built-in channels: `global` (everyone), `party` (reuses `social.party.membersOf`; rejects "not in a party"), `proximity` (reuses the same spatial/entity seam as emotes, default radius 20, **player**-role entities only). `kind` picks the recipient resolution; custom channels pick one of the three kinds. Sends are trimmed, capped (500 chars), and rate-limited per user per channel (default 10/10s, sliding window — `createChatRateLimiter` is the reusable pure primitive). Mute rides social's blocked set: blocked pairs can't whisper, and blocked senders are dropped from party/proximity recipients and from `history` when `viewerUserId` is passed. Every send emits `chat.message` (recipients omitted = broadcast). History is a bounded ring per channel (default 100) with `snapshot`/`hydrate` like `Friends`.
1339
+ Tier 1 is immediately readable. Tier 2 is quieter. Tier 3 is usually hidden until requested.
1183
1340
 
1184
- **Remote chat seam** (`multiplayer/chatContract`): `ChatTransport` is the hook-shaped contract (`useMessages(channelId | "skip")` / `useActions()`, identity-stable like `PresenceTransport`); `ChatSync` is the callback shape for backends that can't host React hooks. Bindings: ws — `createWsBackend(...).chatSync` / `.chatSyncFor(serverId)` over `chatSend` frames + a `chat` update channel (host relays per-channel rings, validates length + rate limit); Convex — `@jgengine/convex/convexChatTransport` `createConvexChatTransport({ messages, sendMessage })` (one live query + one mutation); local/dev — `createLocalChatTransport()`. React lifts a `ChatSync` via `chatTransportFromSync`.
1341
+ Do not style every datum as an equally important bordered box.
1185
1342
 
1186
- ## Cosmetic loadout
1343
+ ## 3. Full-viewport game composition
1187
1344
 
1188
- ```ts
1189
- ctx.player.cosmetics.register(defs) // onInit — Record<loadoutId, { slots: Record<slot, cosmeticId> }>
1190
- ctx.player.cosmetics.apply(userId, loadoutId) // merges the preset's slots
1191
- ctx.player.cosmetics.equip(userId, slot, cosmeticId | null) // set/clear one slot directly
1192
- ctx.player.cosmetics.get(userId) // Record<slot, cosmeticId>
1193
- ```
1345
+ The active game should behave like an application mode:
1194
1346
 
1195
- A per-player appearance layer distinct from `applyLoadout` (which grants inventory/stats/economy/unlocks) — cosmetics never touch gameplay state, only equipped slot ids for your renderer to read. Emits `cosmetics.changed`.
1347
+ - own the full viewport
1348
+ - avoid document scrolling
1349
+ - avoid site navigation and marketing chrome during play
1350
+ - respect safe-area insets
1351
+ - keep exit/settings/fullscreen controls minimal
1352
+ - separate world, HUD, controls, screens, and system overlays
1196
1353
 
1197
- ## Possession
1354
+ Recommended layer contract:
1198
1355
 
1199
- ```ts
1200
- ctx.player.possession.own(userId, entityId) / disown / owns / listOwned(userId)
1201
- ctx.player.possession.active(userId) // → entityId, defaults to userId itself
1202
- ctx.player.possession.possess(userId, entityId) // → null | { reason } — must be owned + spawned
1356
+ ```tsx
1357
+ <GamePlayer>
1358
+ <WorldLayer />
1359
+ <HudLayer />
1360
+ <ControlLayer />
1361
+ <ScreenLayer />
1362
+ <SystemLayer />
1363
+ </GamePlayer>
1203
1364
  ```
1204
1365
 
1205
- A player can own N scene entities (party members, vehicles, a possessed creature) and control exactly one at a time — distinct from `game.social.party`, which is a social grouping, not a control model. `possess` flips the previous/next entity's scene `EntityRole` between `"player"`/`"npc"` and emits `possession.swapped`; `@jgengine/shell`'s `GamePlayerShell` reads `active(userId)` every frame to rebind WASD movement, tab-targeting, hotbar `from`, and the camera rig's `followEntityId` to whichever entity is currently controlled — a game never wires this rebind itself.
1366
+ - `WorldLayer`: game renderer
1367
+ - `HudLayer`: non-blocking gameplay information
1368
+ - `ControlLayer`: touch/input surfaces
1369
+ - `ScreenLayer`: title, pause, settings, tutorial, victory, failure, transitions
1370
+ - `SystemLayer`: exit, fullscreen, engine settings, devtools
1206
1371
 
1207
- ## Form / shapeshift
1372
+ Do not place unrelated interface pieces into one ordinary DOM flow.
1208
1373
 
1209
- ```ts
1210
- ctx.scene.entity.form.register(defs) // onInit — FormDef[] = { id, movement?, abilities?, model? }
1211
- ctx.scene.entity.form.shapeshift(instanceId, formId, durationSeconds?) // → null | { reason }
1212
- ctx.scene.entity.form.active(instanceId) // → formId | null
1213
- ctx.scene.entity.form.abilities(instanceId) // → readonly string[] | null
1214
- ctx.scene.entity.form.revert(instanceId) // early revert
1215
- ```
1374
+ ## 4. Explicit game layout modes
1216
1375
 
1217
- A `form` bundles movement params + an ability-id list + a mesh into one swappable unit (shapeshift/transformation — V Rising bear/wolf/bat, Wukong's boss transformation). `model` reuses the entity's catalog `name` (the same key `entityModels`/`entitySprites` resolve against), so the mesh swap rides the existing render lookup — no parallel mesh field. `durationSeconds` is **game time**: it schedules the automatic revert through `ctx.time.after`, so it obeys pause and fast-forward like everything else on the clock. Emits `form.changed`.
1376
+ Do not rely on generic responsive wrapping. Compose explicit modes such as:
1218
1377
 
1219
- ## Events, feed, leaderboard
1378
+ - desktop-wide
1379
+ - desktop-compact
1380
+ - mobile-landscape
1381
+ - mobile-portrait
1220
1382
 
1221
- ```ts
1222
- ctx.game.events.on(name, handler) // register in onInit; typed GameEventMap
1223
- ctx.game.feed.bind(action) // pipe an engine event into a ring buffer (default 20)
1224
- ctx.game.feed.push(action, entry) // manual channels (chat, crafting)
1225
- ctx.game.feed.recent(action, { limit? })
1226
- ctx.game.leaderboard.track({ stat, scope: "global" | "server" | "profile" }) // onInit
1227
- ctx.game.leaderboard.increment(userId, stat, { scope, by? }) / getTop / getProfile
1228
- ```
1383
+ A mobile layout is not a shrunken desktop HUD.
1229
1384
 
1230
- `ctx.game.commands.define(name, { validate?(ctx, input), apply(ctx, input) })` registers a verb (`has`/`names`/`run` round it out); `run(name, input)` returns `{ status: "applied", state } | { status: "rejected", reason } | { status: "unknown-command" }`. `apply` may either **return** the next state (the classic reducer shape) or mutate `ctx` in place and return **nothing** — `run` keeps the current `ctx` as `state` when `apply` returns `void`, so a handler that only calls other `ctx` methods (spawn, effect, loot.grantToPlayer, …) doesn't need a pointless `return ctx`. **Event handlers use `ctx` directly** the same way (side effects: leaderboard, economy, scheduling) and never reassign state. One feed primitive for kill feeds, loot logs, quest updates — no per-domain feed hooks.
1385
+ On mobile:
1231
1386
 
1232
- ## `ctx.game.store` reactive game state
1387
+ - reserve thumb-control zones
1388
+ - keep critical HUD out of those zones
1389
+ - hide keyboard legends
1390
+ - reduce persistent information
1391
+ - move Tier 3 information behind contextual panels
1392
+ - respect browser and device safe areas
1393
+ - support portrait only when intentionally designed
1394
+ - otherwise show a polished rotate-device state
1233
1395
 
1234
- ```ts
1235
- ctx.game.store.set("health", 100) // any key, any value type
1236
- ctx.game.store.get("health") // T | undefined
1237
- ctx.game.store.has("health")
1238
- ctx.game.store.delete("health")
1239
- ctx.game.store.subscribe(listener) // change-signal fires on set/delete
1240
- ctx.game.store.mapSnapshot() / arraySnapshot()
1241
- ```
1396
+ All viewport anchoring should live in the game’s top-level UI composition file. Child components own their internal layout, not their screen position.
1242
1397
 
1243
- A reactive per-game keyed store (`ObservableKeyedStore<unknown>`) attached to `GameContext` reach for it instead of a module-level singleton store for ad-hoc reactive game state (turn trackers, deck UIs, anything that doesn't already have a `ctx` surface). `set`/`delete` bump `ctx.version()` and notify `ctx.subscribe` listeners; `get`/`has` are plain reads. Unlike a per-slot handle, there is no `define`/seed step — a key simply doesn't exist until the first `set`.
1398
+ ### Design-resolution fit (`platforms` + `hudFit`)
1244
1399
 
1245
- ## `ctx.game.cards` / `ctx.game.turn` — lazily-created piles and turn loops
1400
+ Design-resolution fit is on by default for every game: each `HudCanvas` auto-scales from `hudFit.designSize` (default 1600×900) down to the live viewport, clamped by `hudFit.minScale`/`maxScale` (default 0.4–1), so the authored layout shrinks instead of overflowing a phone. No declaration needed. `hudFit.mobile` overrides the fit on compact displays only tune the phone presentation there instead of hand-rolling media queries. The player's Graphics → UI scale setting multiplies the computed scale on every platform. Declaring `platforms: ["web"]` (without `"mobile"`) opts a desktop-only game out; its compact displays keep the legacy fixed 0.85 zoom.
1246
1401
 
1247
- `ctx.game.cards.pile(id, config?)` and `ctx.game.turn.loop(id, config?)` lazily create (config required on first call) or return the existing notify-wrapped `CardPile`/`TurnLoop` for `id` call with just the id after the first `onInit` seed to fetch the same instance; every mutating method is wrapped so it bumps `ctx.version()`/notifies `ctx.subscribe` automatically, same as every other `ctx` surface. This replaces manually constructing `createCardPile`/`createTurnLoop` and wiring notification yourself.
1402
+ **Overflow is an error, not a style note.** `HudCanvas` measures every `HudPanel` against the viewport at runtime; offenders land in a `data-hud-overflow` attribute (and a console warning), and `bun run shoot <game> --device mobile` (or `both`) exits non-zero naming the escaping panels. A game is not mobile-done while shoot reports HUD OVERFLOW.
1248
1403
 
1249
- ## Movement, pose, input
1404
+ ### Phase-gated HUD visibility (`showDuring`)
1250
1405
 
1251
- ```ts
1252
- ctx.player.movement.getPose(id) / setPose(id, "crouch") // validates catalog movement.poses
1253
- ctx.player.movement.getAim(id) / setAim(id, "ads") // ADS = aim state + zoom modifier, not a pose
1254
- ```
1406
+ `HudCanvas` and `HudPanel` take an opt-in `showDuring?: GamePhase[]` — the element renders only while `gamePhase` is one of the listed phases (`"menu" | "playing" | "paused" | "ended"`), so a non-cartridge game hides its HUD under menu/end overlays without hand-rolling a phase check. Omit it for the default always-visible behavior. Gate the whole HUD with `<HudCanvas showDuring={["playing"]}>`, or keep a single results panel up with a per-`HudPanel` value. The read degrades to `"playing"` when the component renders outside a `GameProvider` (component showcases, previews), so it never throws there.
1255
1407
 
1256
- Poses (`standing/crouch/prone/running`) change the collision capsule (`POSE_HITBOX`); aim pairs with a `player.stats` zoom modifier on `"reticle"`. Game code reads action names only (`isDown("aim")`, `wasPressed("interact")`) — hold vs toggle is resolved by the binding config, never by raw key branches.
1408
+ ### Shared viewport allocation (`GameViewportProvider`, region collision)
1257
1409
 
1258
- ### `ctx.input`polling the raw controls
1410
+ The shell allocates the live viewport once visual viewport, safe-area insets, orientation, and layout mode — and hosts a **layout registry** every UI subsystem publishes its occupied rectangle to. This replaces "every subsystem independently claims an edge" (the mobile-overlap smell). It is wired automatically for every game; author against it, don't rebuild it.
1259
1411
 
1260
- `ctx.input` (`@jgengine/core/runtime/inputSnapshot`) is a per-frame held-action snapshot for `onTick` to poll, distinct from the command-dispatch path (bound actions still run commands the normal way): `publish(held: readonly string[])` (the shell calls this once per frame before `onTick`), `isDown(action)`, `held()` for the full list. Publishing never bumps `ctx.version()` it's a poll surface, not reactive state.
1412
+ - **The mode** is one of `desktop-wide | desktop-compact | mobile-landscape | mobile-portrait`, resolved from the live `visualViewport` + coarse-pointer + `platforms`. Read it with `useGameLayoutMode()` (or `useGameViewportLayout()` for the full geometry: `mode`, `orientation`, `safeArea`, `controlZones`, `gameplayRect`). Both degrade to a sane desktop default outside the provider, so previews never throw.
1413
+ - **Live CSS variables** are published on the provider root: `--jg-viewport-*`, `--jg-visual-viewport-*`, `--jg-safe-{top,right,bottom,left}`. Use them (with `100dvh` fallbacks) instead of assuming `100vh` equals the visible area on mobile Safari.
1414
+ - **Touch controls reserve real rectangles.** The engine measures the joystick / action-cluster / utility zones at runtime (ResizeObserver, not guessed percentages) and registers them as `control` regions. `HudCanvas` already lifts bottom-anchored panels above the dock via `--jg-hud-dock-clearance`; the registry additionally makes any residual overlap a hard error.
1415
+ - **Collision is detected, not hoped for.** A `HudPanel` inside a `HudCanvas` registers as a `hud` region automatically. `bun run shoot <game> --device mobile` / `mobile-landscape` reads a `data-jg-layout-collision` attribute and exits non-zero naming both colliding regions (e.g. `throttle ∩ radio (4270px²)`) — the same failure discipline as HUD overflow. In dev the colliding elements also carry `data-jg-collision` for outlining. Opt an intentional overlap out with `allowOverlapWith` / `collisionGroup`, or a soft `mobileBehavior="transient"`.
1261
1416
 
1262
- **`repeatMs`** bind an action as `{ hold: [...], repeatMs: 150 }` (`input/actionBindings`) and the shell fires its command on the down edge, then again every `repeatMs` while held, resetting on release (hotbar-style repeat-fire without a per-game timer).
1417
+ ### HUD priority + mobile behavior (`HudPanel`)
1263
1418
 
1264
- **Aim on generic commands** every command resolved from a bound action now runs with `{ yaw, pitch, aim: { yaw, pitch } }` in its payload, so a handler can read the camera-relative aim without going through `pointer.worldHit()`.
1419
+ Declare intent, not just CSS. `HudPanel` accepts:
1265
1420
 
1266
- ### Controller kinematicsmovement config, physics tuning, respawn
1421
+ - `priority?: "critical" | "secondary" | "tertiary"` the Tier from §2, surfaced to tooling. Critical stays visible; tertiary folds away first.
1422
+ - `mobileBehavior?: "persistent" | "compact" | "icon" | "transient" | "hidden" | "sheet" | "modal"` — `"hidden"` unmounts the panel on phones (move that Tier-3 readout behind a contextual action instead); `"transient"` softens its collision policy for a fleeting line; the rest tag the element (`data-hud-mobile-behavior`) for the game's own responsive CSS. Keep these game-authored and lightly styled — this is a placement contract, not a website design system.
1267
1423
 
1268
- `PlayableGame.movement` (`PlayerMovementConfig`) tunes the shell's built-in walk controller (never touch `PhysicsWorld` for ordinary player movement):
1424
+ The game still owns the genre-appropriate composition; the engine owns the geometry and the failure gate.
1269
1425
 
1270
- ```ts
1271
- movement: {
1272
- mode?: "free" | "axis" | "grid"; // "free" (default) camera-relative; "axis" locks travel to one world axis; "grid" snaps each committed position to cell centers
1273
- axis?: "x" | "z"; // world axis for mode "axis". Default "x"
1274
- cellSize?: number; // cell size for mode "grid". Default 1
1275
- collideObjects?: boolean; // collide the walking player against placed scene objects (unit-box AABBs) even without collision.voxel
1276
- beforeCommit?: (frame: MovementCommitFrame) => readonly [number, number, number] | undefined | void; // intercepts each frame's resolved position before the pose commits; return a replacement to constrain/redirect the step
1277
- }
1278
- ```
1426
+ ### Mandatory orientation (`orientation`)
1279
1427
 
1280
- `nav/navConstrain`'s `constrainToNavGrid(grid, { y? })` is a standalone walkable-pass-through + wall-sliding helper over a `nav/navGrid`; its `(proposed, entity)` shape doesn't match `beforeCommit`'s `(frame) => [x,y,z]` signature directly, so wire it in with a small adapter closure rather than passing it straight through.
1428
+ A game declares its phone-orientation contract on `defineGame({ orientation })`:
1281
1429
 
1282
- `defineGame({ physics: { gravity, jumpVelocity } })` drives the kinematics controller directly: `gravity` (signed, e.g. `-24`) and `jumpVelocity` override the built-in tuning; omit either to keep the defaults. This is the one global exception to "never player tuning in `defineGame`" it configures the shared controller, not a catalog entry. It is still **distinct** from `physics/physicsWorld`'s standalone rigid-body sim (see below) — `defineGame.physics` never touches that sim.
1430
+ - Legacy `"landscape"` / `"portrait"` stays **advisory** a dismissible rotate hint, never a gate.
1431
+ - The object form `{ mobile: <rule> }` is the strict contract, where `<rule>` is `any` (both) · `portrait` / `landscape` (advisory preference) · `portrait-required` / `landscape-required` (hard gate) · `unsupported` (no phone support).
1283
1432
 
1284
- **Vertical motion intents** `ctx.player.motion` (`@jgengine/core/runtime/motionIntents`): `impulse(vy)` adds to the vertical velocity the shell's controller is about to integrate, `setVerticalVelocity(vy)` replaces it outright, `setY(y)` wins over physics for that frame. The shell calls `takePending()` once per frame, before integrating gravity, to drain what accumulated; this is not reactive state (jump pads, launch abilities, bounce pads).
1433
+ For a driving/landscape game: `orientation: { mobile: "landscape-required" }`. When the device is held the wrong way the shell shows an **engine-owned `RotateDeviceScreen`** (polished, safe-area-aware, `visualViewport`-sized, reduced-motion-respecting, themeable via `--jg-*`) above every layer, **suppresses game input, freezes the simulation, and unmounts the HUD and touch controls** — gameplay never runs behind the gate. The gate is derived live from orientation, so rotating back to a valid orientation resumes automatically with no stuck-paused state. Never re-implement a "rotate for best experience" toast; declare the requirement and the engine owns the rest.
1285
1434
 
1286
- **`collision: { voxel: true }` — object lattice as solids.** When set, the shell's local player uses a voxel body whose `isSolid(x,y,z)` is rebuilt from `ctx.scene.object.list()` as exact `` `${x},${y},${z}` `` keys (integer cell queries). Integer-placed objects are walkable/blocking; fractional-coord objects decorate without colliding. Removing an object opens a real trapdoor under gravity — do not fake the fall with `setPose`. `visual.scale` does not shrink the collider (always a unit cell). The voxel body is created once; prefer `motion.setY` / `impulse` for vertical relocation — full XY teleport of the local voxel body is not supported. Solid cache rebuilds when object **count** changes. Recipe: `jgengine-newgame` → voxel trapdoor board.
1435
+ ## 5. Change the visual grammar
1287
1436
 
1288
- **Respawn** `ctx.scene.entity.spawnPoseOf(id)` reads the spawn pose, `resetToSpawn(id)` teleports back to it with zero velocity, `resetAllToSpawn(filter?)` does it for every entity matching an optional filter and returns the count (round resets, out-of-bounds recovery).
1437
+ Avoid making every element the same rounded translucent rectangle.
1289
1438
 
1290
- ## Touch & mobile
1439
+ Use genre-appropriate structures:
1291
1440
 
1292
- Every game is touch-playable with zero per-game input code. On a coarse-pointer device the shell derives a `TouchScheme` from the game's `input` bindings (`deriveTouchScheme`, `@jgengine/core/input/touchScheme`): a virtual joystick binds whichever of `moveForward`/`moveBack`/`moveLeft`/`moveRight` (or `turnLeft`/`turnRight`) are bound, on-screen buttons cover the remaining actions, and drag-to-look mounts automatically for `first`-person camera rigs. Touch controls feed synthetic `touch:<action>` codes into the same `ActionStateTracker` the keyboard uses — game code reads `isDown`/`wasPressed` and never branches on input source.
1441
+ - clipped corners
1442
+ - irregular silhouettes
1443
+ - image-backed frames
1444
+ - mechanical plates
1445
+ - radial interfaces
1446
+ - ribbons and tabs
1447
+ - gauges and meters
1448
+ - emblems and decorative corners
1449
+ - notches and edge anchors
1450
+ - diegetic objects
1451
+ - world-space prompts
1452
+ - asymmetrical compositions
1453
+ - masks, textures, layered borders, and strong focal elements
1293
1454
 
1294
- Refine the derived scheme with the `touch` field of `defineGame({...})` (`TouchControlsConfig`, all optional):
1455
+ Practical rule: no more than roughly 20% of a normal gameplay screen should resemble an ordinary web card or modal.
1295
1456
 
1296
- ```ts
1297
- touch: {
1298
- gestures: {
1299
- tap: "rotateCw",
1300
- swipeUp: "hold",
1301
- swipeDown: "hardDrop",
1302
- drag: { left: "shiftLeft", right: "shiftRight" },
1303
- },
1304
- buttons: [
1305
- { action: "rotateCcw", label: "CCW" },
1306
- { action: "softDrop", label: "Soft" },
1307
- ],
1308
- },
1309
- ```
1457
+ Every persistent panel must justify why it exists, remains visible, has that shape, and occupies that position.
1310
1458
 
1311
- - **`gestures`** — bind `tap` / `swipeUp` / `swipeDown` / `swipeLeft` / `swipeRight` / `drag` (`{ left?, right?, up?, down?, stepPx? }`, repeats its action every `stepPx` of travel) on the play surface. An action consumed by a gesture is removed from the derived button set.
1312
- - **`buttons`** — curate the on-screen cluster (order preserved; bare string or `{ action, label?, icon? }`); omit to auto-derive one button per remaining bound action. Buttons render a glyph, not text: `iconForAction` (`@jgengine/react/gameIcons`) resolves the action name to a `GameIconName` (`jump`, `sprint`, `rotateCw`, `hardDrop`, `swap`, `hand`, `restart`, arrows, …), the `label` becomes the `aria-label`; set `icon: "<GameIconName>"` to pick one explicitly or `icon: false` to force the text label.
1313
- - **`hidden`** — actions to drop from the derived buttons without gesture-binding them.
1314
- - **`movement: false`** — suppress the virtual joystick even when movement actions are bound.
1315
- - **`look` / `lookSensitivity`** — drag-to-look on the play surface; defaults to `true` for `first`-person camera rigs, `0.005` radians/px.
1316
- - **`touch: false`** — opt out entirely when the game's own DOM UI is already touch-native.
1317
-
1318
- `useDisplayProfile()` (`@jgengine/react/display`) reports `{ coarsePointer, compact, portrait }` — live media-query state, SSR-safe — for adaptive HUD layout; see the mobile/touch rules in [`reference/ui-react.md`](reference/ui-react.md).
1319
-
1320
- ## Interaction — `proximityPrompt`
1321
-
1322
- One primitive for all float UI: `{ radius, display, invoke }` where `display` is `{ kind: "keybind", actionId }` | `{ kind: "gauge", gaugeId }` | `{ kind: "label", text }` and `invoke` is `{ command, args? }` or null (display-only). `talkable: "dialogue_id"` on an entity expands to a talk prompt. Engine picks the nearest prompt in radius (priority tie-break). Never build per-game hint resolver chains.
1323
-
1324
- ## Pointer-driven input and navigation
1325
- The **pointer is a service, not per-game glue**. Opt in with `camera` plus a `pointer` config in `defineGame({...})`; the shell casts the cursor into the world and dispatches commands you define — verbs stay commands, catalogs stay data.
1326
- - **`pointer.worldHit()` (shell service).** The shell raycasts the cursor to `{ point, normal, entity, object }` (a renderer-free `PointerHit` from `@jgengine/core/input/pointer`) — entity/object are the topmost instance ids under the cursor, else `null`, with a ground-plane fallback for open terrain. Consume it renderer-free: `aimToPoint(origin, point)` builds an `Aim` for `item.use`/projectiles (ground-target skillshots, twin-stick), `groundOf(hit)` drops to `[x, z]` for routing. `pointer.worldHitCenter()` is the same raycast pinned to the viewport center instead of the live cursor — the reticle-aim query a locked/hidden-cursor rig (first-person, gamepad) needs when there is no cursor position to read.
1327
- - **The `pointer` field of `defineGame({...})`** (all optional): `moveCommand` (left-click ground → `run(cmd, { point, entity, object })`, click-to-move), `select` (left-drag marquee + single-click box-select of entities), `orderCommand` (right-click ground → `run(cmd, { selection, point })`, issue a command to the selection), `contextMenu` (right-click an entity/object → its catalog `verbs` menu), `secondaryCommand` (right-click ground/entity/object → `run(cmd, { point, entity, object, aim })` when neither `orderCommand` nor `contextMenu` claims the click — a generic right-click verb for games with no selection/RTS model), `aim` (route the primary ability's aim to the cursor), `grabWorldItems` (left-click a `worldItem` within pickup radius → engine-owned `ctx.scene.worldItem.pickup`, no game command). Enabling `select`/`moveCommand` frees the left button for verbs; orbit moves to middle-drag.
1328
- - **`createDragCapture({ maxPull?, grabRadius? })`** (`@jgengine/core/input/pointer`) — a renderer-agnostic slingshot/drawback state machine: `begin(origin, at)` starts a pull (rejected outside `grabRadius`), `update(at)` tracks the cursor, `release()` returns the final `DragState { origin, current, pull, magnitude, fraction }` (pull clamped to `maxPull`), `cancel()` aborts. Angry Birds-style slingshots, bow drawback, throwable wind-up — pair with `aimToPoint` to fire.
1329
- - **Selection math** (`scene/selection`) is pure and testable: `createSelectionSet()`, `screenRect`/`selectWithinRect`/`isMarquee` over projected screen points.
1330
- - **Context menu** (`interaction/contextMenu`): a catalog entity/object carries `verbs: contextVerb(label, command, args?)[]`; the shell builds the menu with `buildContextMenu` and dispatches the chosen command via `contextVerbInput` (verb args + `target`/`point`, so one handler can walk-then-act).
1331
- - **Navmesh + A\*** (`nav/navGrid`): `createNavGrid({ bounds, cellSize, diagonal? })` → mark obstacles with `blockAabb`/`setWalkable`, or `populateNavGridFromEnvironment(grid, world)` to block every generated building's footprint on an `environment()` world's `structures` in one call (returns the count blocked) instead of hand-walking the district. `findPath(grid, from, to, { clearance?, smooth?, stepCost? })` returns a string-pulled `[x, z]` polyline (blocked start/goal snap to the nearest walkable cell) feeding **both click-to-move and AI routing**; `stepCost?(from, to)` multiplies the base cost of a grid step — `slopeStepCost(terrainField, weight?)` is the ready-made factory that penalizes steep terrain (routes around cliffs instead of over them). Renderer-free — AI and gameplay consume it without the shell.
1332
- - **`pathFollow`** (`nav/pathFollow`): the lighter authored-polyline mover for tower-defense creeps that needs no navmesh — `createPathFollow({ waypoints, speed, loop? })` + pure `advancePathFollow(config, state, dt)` (crosses multiple waypoints per tick, reports `done`/`heading`/`distanceTravelled`). Feed it a navmesh route with `pathFromNav(route, elevation, offset?)` and the same follower drives click-to-move — `elevation` is either a fixed `y` or a `{ sampleHeight(x, z) }` field (any `TerrainField` qualifies), so a route across relief rides the ground instead of a flat plane.
1333
- - **`constrainToNavGrid(grid, { y? })`** (`nav/navConstrain`) is a standalone walkable-pass-through + wall-slide helper: it passes through walkable moves, slides along walls at the navmesh boundary instead of stopping dead, and optionally remaps `y` to the grid. Its `(proposed, entity)` shape doesn't match `PlayerMovementConfig.beforeCommit`'s `(frame) => [x,y,z]` signature, so wire it in with a small adapter closure (see "Controller kinematics" above) to wall a player/AI to the same navmesh `findPath` already routes against.
1334
- ## AI — director, threat, jobs, crowds (`ai/*`)
1335
- Renderer-free AI over the same navmesh (`findPath`/`pathFollow`) gameplay already uses. Everything ticks on **game-time `dt`** (the `ctx.time` simClock delta), so it obeys pause and fast-forward for free. Manifests, patrol routes, job definitions, threat weights, and POIs are **game data** — the primitives own the loop, the catalog owns the content.
1336
- - **Spawn director** (`ai/spawnDirector`) — budgets and escalates spawns for wave shooters and difficulty directors (Brotato, Bloons TD 6, Risk of Rain 2, Helldivers 2, Deep Rock Galactic). `createSpawnDirectorState(config)` then pure `advanceSpawnDirector(config, state, dt, { alive, players? })` → `{ state, spawns: SpawnRequest[] }`. Each `WaveManifest` grants a `budget` spent on affordable weighted `SpawnEntry`s (`cost`/`weight`/`minWave`), capped by `maxAlive`; `duration` auto-advances waves (or call `advanceWave` on "wave cleared"). Budget also trickles via `budgetPerSecond`, ramps a difficulty curve with `escalationPerSecond` (grows with sim-time), scales with `playerBudgetPerSecond`, and surges on `raiseAlert(state, amount)` decaying over time (bug-breach/dropship escalation). Seeded (`seed`) so ticks are deterministic. `pickSpawnPoint(points, players, { roll, bias })` biases placement toward (or away from) players. `config.spawnPoints?: NavPoint[]` lets the director pick a point itself: each `SpawnRequest` then also carries `point` (the chosen `[x, z]`, biased by `config.spawnPointBias`) and `laneId` (the point's index into `spawnPoints`) — feed multiple named lanes/portals and read `laneId` back to route the spawned entity down its lane instead of correlating positions by hand.
1337
- - **Threat table** (`ai/threat`) — MMO/extraction aggro (Escape from Tarkov, WoW-style tanking). `createThreatTable({ decayPerSecond?, max?, forgetBelow? })`: `add(source, amount)` accumulates, `decay(dt)` bleeds off per game-second and forgets emptied sources, `highest({ current?, stickiness? })` returns the top-threat source to feed `scene/targeting` — `stickiness` (e.g. 1.1) keeps the current target until another exceeds it by that factor, so aggro doesn't jitter. `ranked()` for a threat meter.
1338
- - **Patrol** (`scene/behaviors`) — `patrol({ waypoints, speed, loop? })` is a `BehaviorDescriptor` (a route is data) that layers a fixed beat on top of `wander`; drive it with `createPathFollow`/`advancePathFollow` (lane creeps, scav patrols in Deadlock/Tarkov). Route waypoints between guard posts with `findPath`.
1339
- - **Job board** (`ai/jobBoard`) — colony/companion task assignment (Palworld stations, Schedule I employees, Sons of the Forest directives). `createJobBoard()`: `post(job)` a `JobDef` (`station`, `work` seconds, `priority`, `arriveRadius`, `repeat`), `claim(worker)` auto-pulls the highest-priority queued job or `assign(worker, jobId)` for a player order (steals it from its holder), `release` requeues. Per tick `advance(worker, dt, { distanceToStation })` runs the state machine `travelling → working → done` (path to `station(worker)` via `findPath`, occupy, run the loop), returning a `JobReport` on completion; `repeat` jobs re-run as a production loop and report each cycle.
1340
- - **Crowd flow** (`ai/crowd`) — many agents routing to their own points of interest with congestion (Two Point Museum corridors, Dave the Diver seating). `computeFlowField(grid, goals, { clearance?, congestion? })` runs Dijkstra from the goals over the walkable grid → `direction(point)`/`next(point)` steer any agent toward the nearest goal (no per-agent A*). `createCrowdField(grid)` tracks per-cell occupancy (`enter`/`leave`/`count`); pass `crowd.penalty(weight)` as the field's `congestion` to reroute flow around crowded cells each tick. `selectPoi(pois, from, { roll, occupancy?, distanceBias?, distance? })` weights a POI by appeal and proximity, skips ones at `capacity`, and accepts a `distance` override (e.g. `findPath` length) to choose over the navmesh, not line-of-sight.
1341
- ## Map, fog of war & ping
1342
- Minimap/world-map/fog/compass state is renderer-free core (`world/*`), the top-down terrain image bakes in the shell, and the minimap/compass/world-map are react components. Ping rides the existing party + feed — it is not a new channel.
1343
- - **Markers** (`world/markers`): `createMarkerSet()` is a reactive keyed set of `MapMarker { id, kind, position, label?, owner?, expiresAt?, meta? }` — `add`/`remove`/`get`/`list`/`query({ kind, owner, near, radius })`/`prune(now)`/`subscribe`. `kind` is a game-owned catalog string; `DEFAULT_MARKER_KINDS` (objective/enemy/loot/location/danger/ping/player/ally) supplies colors + glyphs the react map reads (override with your own `MarkerKindStyle` palette). Objective/entity/loot markers all live here.
1344
- - **Fog of war** (`world/fog`): `createFogField({ bounds, cellSize })` is reveal-on-event — `reveal(x, z, radius?)` (a dig/act), `revealAlong(from, to, radius?)` (a walked trail); once a cell is revealed it stays revealed. `isRevealed`/`fraction`/`cells()` (stable snapshot for rendering)/`reset`/`subscribe`.
1345
- - **Minimap math** (`world/minimap`): pure projection + bearings — `projectToMinimap(worldPoint, { center, worldRadius, size, rotate? })` → pixel `{ x, y, inside, distance }` (north = −Z maps up), `clampToMinimapEdge` for off-map markers, `compassBearing(from, to)`/`headingToBearing(yaw)`/`bearingToCardinal`/`relativeBearing` for the compass strip.
1346
- - **Ping** (`game/ping`): `classifyPing(hit, { roleOf, categoryOf }, options?)` turns a G1 `pointer.worldHit()` `PointerHit` into a category (hostile entity → `enemy`, tagged object → its catalog category, open ground/ally → `location`). `createPingSystem({ markers, feed, party?, ttlMs?, classify, classifyOptions? })` composes classify + broadcast: `ping(from, hit, category?)` classifies, drops a categorized marker, and pushes the `PingPayload` to the party feed under `PING_FEED_ACTION` (`"party.ping"`) — the shell's feed bridge fans it to the squad. `DEFAULT_PING_CATEGORIES` is the enemy/loot/location/danger wheel. Enable the verb with the `pointer.pingCommand` field of `defineGame({...})`: the shell binds the `ping` input action → `worldHit()` → runs your command with `{ point, entity, object, normal }`.
1347
- - **Shell render** (`@jgengine/shell/map`): `bakeTerrainMap(field, bounds, { resolution? })` renders a `TerrainField`/`RegionField` to a top-down PNG data-URL for the map background; `MapMarkerBeacons({ markers })` renders world-space beacons (the visible side of a ping) — wire via the `WorldOverlay` field of `defineGame({...})`. See the `extraction-map` demo game.
1348
- ## Sensors, vision & observer tools (`sensor/`)
1349
- Pure `@jgengine/core/sensor/*` primitives for querying and surfacing world state the player can't normally see or reach through the standard occlusion/proximity rules — reveal vision, hidden-state sensors, photo-mode framing, and session replay. Shell renderers/HUD pieces live in `@jgengine/shell/vision` and `@jgengine/shell/replay`.
1350
- | Primitive | Answers |
1351
- |-----------|---------|
1352
- | `createRevealQuery({ resolvePosition, resolveTags, candidates })` → `RevealQuery` | `inRadius(center, radius, tags)` — occlusion-ignoring tagged-entity radius query (Dark Sight / detective-vision reveal, #115). `inRadius` already never checks occlusion (only combat's AoE `effect()` layers a LoS filter on top of it) — this is that same query shaped for a vision readout: scoped to catalog-declared tags, sorted nearest-first |
1353
- | `probeHiddenState(origin, sources, { range, variableId, falloff? })` / `probeHiddenStateAll(...)` → `SensorReading \| null` | A sensor verb: reads a hidden zone/entity state variable (EMF/thermometer/geiger, #116) in range, strongest reading first; `strength` falls off linearly with distance by default |
1354
- | `projectToView(camera, point)` → `FrustumProjection` | Pure camera-frustum projection (no three.js) — `inView`, `screenX/screenY` (-1..1), `distance` |
1355
- | `framingScore(projection, config?)` → `number` | 0..1 framing quality from screen-center placement + distance-to-ideal (photo-mode "is this subject framed", #117) |
1356
- | `createFrustumSensor(config?)` → `FrustumSensor` | `tick(camera, targets, dt)` — per-target in-view + framing + `dwellSeconds` (resets the instant a target leaves frame); a view-frustum sensor on a held camera object (Content Warning-style monster-filming scoring) |
1357
- | `createRecordingBuffer(options?)` → `RecordingBuffer<T>` | `append(t, data)` / `seek(t)` / `range(fromT, toT)` — a session-recording buffer for replay/photo mode/kill-cam (#120), keyed on game-time so pause/fast-forward scrub consistently |
1358
- | `colorDistance(a, b)` / `concealmentScore(entityColors, backgroundColors)` / `createConcealmentSensor(config?)` → `ConcealmentSensor` | Camouflage/blend-in scoring — how well an entity's palette matches its surroundings (hide-and-seek, stealth camo checks) against a `threshold` |
1359
- | `createFreezeMonitor(config?)` → `FreezeMonitor` | Detects a tracked subject moving past a tolerance speed during a "freeze" window (red-light-green-light, statue games) and reports `FreezeViolation`s |
1360
- Shell wiring: `@jgengine/shell/vision/RevealVision` (`RevealHighlights` — depth-test-disabled 3D highlight meshes for tagged entities in radius, meant for `WorldOverlay`; `RevealScreenTint` — full-screen CSS tint for "vision mode is on", meant for `GameUI`), `@jgengine/shell/vision/HiddenStateProbeHud` (`SensorReadoutMeter` — needle-strength HUD readout), `@jgengine/shell/vision/FrustumSensorHud` (`FrustumSensorReadout` — drives the sensor off the live render camera via `useThree`/`useFrame`, portals its HUD through drei's `Html fullscreen`), `@jgengine/shell/replay/useSessionRecorder` (records an entity's pose into a `RecordingBuffer` every frame; drive an observer-cam ghost, scrubber, or kill-cam export from it). The detached spectator/photo cam itself is the `observer` camera rig (see Camera rigs above) — bind it to any entity or fixed point.
1361
-
1362
- ## World features
1363
-
1364
- Renderer-free world surface — query primitives, environment fields + weather + realm composition, survival meters/moodles, interactive building & terraform, the optional headless physics world, vehicles/mounts/racing, and spawn placement. Full surface: **[reference/world.md](reference/world.md)**.
1365
-
1366
- ## Turn-based & tactics (renderer-free)
1367
-
1368
- Pure-`core` primitives for turn-based, grid-tactics, and card games — every one is a stateful factory with matching pure math, and every stateful piece exposes `capture()`/`restore()` so it plugs straight into the snapshot store. Overlays and tile art are the shell's/game's job; these ship the logic.
1369
-
1370
- - **`turn/turnLoop` — `createTurnLoop(config)`.** An initiative machine over an ordered participant list with optional `phases` and per-turn action-economy `pools`. `advanceTurn()` walks the order (round++ on wrap) and **resets the entering participant's pools**; `advancePhase()` steps phases then rolls into the next turn. Pools are catalog data (`{ id, max, start? }`) — a single Slay-the-Spire energy pool or BG3's Action/Bonus/Movement/Reaction set, spent independently via `spend/canSpend/gain/refill`. `setOrder`/`addParticipant`/`removeParticipant` re-roll initiative without losing the active pointer. `config.onTurnStart?(participantId)`/`onTurnEnd?(participantId)` fire on every `advanceTurn()` transition (start also fires once for the initial participant at construction) — hang status-effect ticks, "your turn" banners, or AI-turn kickoff here instead of diffing `state()` between ticks yourself. `ctx.game.turn.loop(id, config?)` is the runtime-wired accessor: lazily creates (config required the first call) or returns the existing notify-wrapped loop for `id`, so a HUD bound to `ctx.subscribe` re-renders on every turn/phase/pool change with no separate store to wire.
1371
- - **`turn/commit` — `createCommitController({ mode })`**, also hosted at `turnLoop.commit`. Three commit modes: `immediate` (submit resolves now), `simultaneous` (sealed hidden submissions → `reveal()` once `allReady()`, deterministic order — Marvel Snap), and `rewind` (visible `pending()` → `rewind()` to discard or `commit()` to finalize).
1372
- - **`turn/intent` — `createIntentBoard()`.** A minimal per-participant "what will you do" board, lighter than a full commit round: `declare(participantId, { kind, magnitude?, targetId?, note? })` records one intent per participant (overwriting any prior undeclared one), `peek(participantId)` reads without clearing, `all()` lists every declared `[participantId, intent]` pair (for an enemy-intent HUD row, Slay-the-Spire style), `consume(participantId)` reads and clears in one call, `clear(participantId?)` clears one or everyone. Reach for this when you need visible declared-but-not-yet-resolved intents (telegraphed enemy actions) without the full simultaneous-reveal machinery of `turn/commit`.
1373
- - **`tactics/tacticalGrid` — `createTacticalGrid({ width, height, blocked?, diagonal?, world? })`.** Tile occupancy (one unit per tile), `reachable(from, budget)` flood-fill (respects walls + occupants), `path(from, to)` shortest route, and `push(id, dir, { distance, chain })` discrete knockback-to-tile — chained collisions transfer momentum through struck units (Into the Breach), or stop with a recorded `PushCollision` against `wall`/`edge`/another unit. `world: { origin: [x, z], tileSize }` (mirroring `navGrid`'s bounds+cellSize convention) turns on `worldToTile(x, z)` (world point → `Tile | null`, null outside the grid) and `tileToWorld(tile)` (a tile's world-space center) — the render/pointer-hit round trip between the tactics grid and the 3D scene; omit `world` for a grid used purely as abstract logic (both throw if called without it).
1374
- - **`tactics/predictiveQuery` — `predictAreaEffect`/`predictArcEffect`/`predictTiles`.** A "would-this-effect-hit" query for pre-commit overlays and enemy-intent telegraphs. It reuses the **exact** AoE/LoS targeting behind `ctx.scene.entity.effect` (`combat/effects` `resolveAreaTargets`) so the predicted target set matches what the effect would actually drain — without committing any state change.
1375
- - **`tactics/snapshot` — `createSnapshotStore()`.** Cheap, repeatable turn-undo: `register(id, slice)` any `capture()/restore()` slice (the grid, surfaces, and turn loop all qualify), then `capture()/restore()` a deep-cloned snapshot or use the `push()/pop()` undo stack. `deepClone` handles objects/arrays/Map/Set so a held snapshot is immune to later mutation.
1376
- - **`tactics/surface` — `createSurfaceLayer({ kinds, reactions })`.** A stateful tile surface layer with its own `tick(dt)` (timed surfaces decay + expire) and a **combination matrix** — `reactions` is data (`{ when: [a, b], result }`), so grease+fire→fire and water+lightning→electrified are catalog entries, not hard-coded. Distinct from terrain/water; drive its tick from `onTick`'s game-time `dt`.
1459
+ ## 6. Game UI primitives
1377
1460
 
1378
- ## External data `data/dataSource` and the dev proxy
1461
+ Prefer small headless or lightly styled primitives over a giant universal design system. Useful concepts include:
1379
1462
 
1380
- Renderer-free async-state primitives (`@jgengine/core/data`) for a game that reads a live external source (a leaderboard API, a session browser, remote config) — distinct from `ctx.game.store`/multiplayer, which are for the game's own authoritative state.
1463
+ - `HudAnchor`
1464
+ - `StatReadout`
1465
+ - `Meter`
1466
+ - `ObjectiveTracker`
1467
+ - `ActionPrompt`
1468
+ - `Reticle`
1469
+ - `MinimapFrame`
1470
+ - `DialoguePlate`
1471
+ - `Countdown`
1472
+ - `BossBar`
1473
+ - `ItemPickup`
1474
+ - `DamageIndicator`
1475
+ - `PauseScreen`
1476
+ - `ResultsScreen`
1477
+ - `VirtualControlZone`
1478
+ - `ScreenTransition`
1381
1479
 
1382
- - **`createDataSource(load, options?)`** (`data/dataSource`) `DataSource<T>` wraps one `load(signal)` async call as `{ status: "idle"|"loading"|"ready"|"error", data, error }`. `getState()` reads the current snapshot, `subscribe(listener)` fires on every change, `refresh({ force? })` re-runs `load` (de-duplicates a call already in flight unless `force`; aborts the prior call first when forced), `startPolling(intervalMs?)`/`stopPolling()` run `refresh` on an interval (`intervalMs` falls back to the one passed at construction; throws if neither is given), `dispose()` tears down polling and in-flight requests for good. Pass `options.clock` (`{ setInterval, clearInterval }`) to swap the timer source in tests.
1383
- - **`fetchJson<T>(url, options?)`** (`data/fetchJson`) — `fetch` + JSON-parse in one call; throws `HttpStatusError` (`status`, `statusText`, `url`) on a non-OK response and `JsonParseError` (`url`, `cause`) on unparsable JSON, so a `DataSource`'s `error` is always one of these two typed shapes, never a bare `Error`. `options.fetchImpl` swaps the fetch implementation for tests/SSR.
1384
- - **`createJsonDataSource<T>(url, options?)`** (`data/jsonDataSource`) — sugar combining the two above: a `DataSource<T>` whose `load` calls `fetchJson(url, options)`.
1385
- - **Dev proxy (`data/devProxy`)** — same-origin routing for external APIs during `bun dev` so browser CORS never blocks a game's `fetchJson` call against a third-party host. `parseDevProxyTable(raw)` parses a `VITE_JGENGINE_DEV_PROXY` env value (a JSON object of `{ routeName: "https://api.example.com" }`) into a `DevProxyTable`; `proxiedUrl(target, { dev?, table?, prefix? })` rewrites a `target` URL whose prefix matches a table entry into `/proxy/<routeName>/<rest>` (default prefix `/proxy`) when `dev` is true (defaults to `import.meta.env.DEV`) — else returns `target` unchanged, so the same call hits the real host in production. `apps/dev`'s `vite.config.ts` reads the same env var and wires a matching Vite server `proxy` entry per route (`changeOrigin: true`, strips the `/proxy/<routeName>` prefix) — set `VITE_JGENGINE_DEV_PROXY` once and both sides (the URL rewrite and the actual proxy route) agree.
1480
+ A primitive should expose game-oriented choices such as shape, material, urgency, placement, hierarchy, entry motion, icon treatment, compactness, and diegetic-versus-overlay presentation.
1386
1481
 
1387
- ## Multiplayer and the backend seam
1482
+ **Minimap** is already shipped, not hand-rolled: `Minimap` / `WorldMap` / `Compass` from `@jgengine/react/map` render a framed SVG minimap over a `MarkerSet` (`createMarkerSet`, `@jgengine/core/world/markers`) and optional `FogField`, projecting via `@jgengine/core/world/minimap` (`projectToMinimap`, `headingToBearing`, edge-clamp). A game feeds flat props (`markers`, `center: [x,z]`, `worldRadius`, `size`, `facingYaw`, `rotate`) and repopulates the marker set each HUD tick from live entities — no custom canvas painter. **Swing timer**: `swingTimerState(player, target, prevPeriod, prevTimer)` (`@jgengine/core/ui/swingTimer`) is the pure, parameter-in/next-state-out core for a melee swing bar (recovers period on the reset edge; hidden unless auto-attacking a live non-object target) — thread the returned `nextPeriod`/`nextTimer` back via refs, render a thin `Meter`.
1388
1483
 
1389
- The transport/host/persistence seam `createWsBackend`, protocol codec, browser-safe authoritative host + router, WebRTC P2P, the Node/Convex/SQL adapters, presence, and save cadence. Full surface: **[reference/multiplayer.md](reference/multiplayer.md)**.
1484
+ Do not create a primitive whose only value is wrapping a `div` with border radius.
1390
1485
 
1391
- ## UI `@jgengine/react`
1486
+ ## 7. Complete interaction states
1392
1487
 
1393
- The React layer `GameProvider`, the hooks table, headless className-passthrough primitives (incl. map components), the identity/chat/voice/social/drag-layer kits, the shadcn registry install path for visual HUD components (`npx shadcn@latest add https://jgengine.com/r/<name>.json`), the screen-layout rule, and the **UI quality bar** (required, not optional polish). Full surface: **[reference/ui-react.md](reference/ui-react.md)**.
1488
+ Every interactive element needs intentional states:
1394
1489
 
1395
- ## Devtools — F2 overlay and tunables
1490
+ - rest
1491
+ - hover where applicable
1492
+ - keyboard/controller focus
1493
+ - pressed
1494
+ - selected
1495
+ - disabled
1496
+ - success
1497
+ - failure
1498
+ - warning
1396
1499
 
1397
- `@jgengine/shell`'s `GamePlayerShell` mounts an F2-toggled debug overlay (`shell/src/devtools/DevtoolsOverlay.tsx`) over every game automatically — `defineGame({ devtools: false })` is the only way to turn the toggle off (default `true`). Five tabs:
1500
+ Do not communicate all states with background-color changes alone. Use appropriate combinations of:
1398
1501
 
1399
- | Tab | Shows |
1400
- |-----|-------|
1401
- | Perf | fps, frame/sim ms, draw calls, triangles, entity/object counts, state notifies/s, registered probes |
1402
- | Tune | every discovered tunable — checklist grouped by source file or table export name; check one to control it live |
1403
- | Logs | captured `console.log`/`info`/`warn`/`error` |
1404
- | Net | observed backend round-trip latency (fed by `instrumentLatency`) |
1405
- | Keys | the game's `ActionCodesMap` bindings |
1502
+ - scale compression
1503
+ - position shift
1504
+ - edge or glow response
1505
+ - mask movement
1506
+ - icon movement
1507
+ - text response
1508
+ - brief particles
1509
+ - sound
1510
+ - haptics when supported
1511
+ - controlled shake only when appropriate
1406
1512
 
1407
- **Tunables are zero-annotation.** Write plain code under `Games/<id>/src/**` no import, no wrapper and it's discoverable:
1513
+ Focus must look authored while remaining accessible. Menus should support keyboard/controller-style focus navigation when practical.
1408
1514
 
1409
- ```ts
1410
- // loop.ts — top-level export const, nothing else
1411
- export const GRAVITY = -22;
1412
- export const SKY_COLOR = "#87ceeb";
1413
- export const GOD_MODE = false;
1515
+ ## Rendering — post-processing, lighting, shadows
1414
1516
 
1415
- // game/content.ts an exported flat table of numbers/booleans/colors
1416
- export const TUNING = { reach: 6, spawnRate: 0.4, fogColor: "#334455" };
1417
- ```
1517
+ A cinematic look is opt-in engine config, never hand-wired render passes. Set `defineGame({ postProcessing })` (`PostProcessingConfig` from `@jgengine/core/render/postProcessing`) and the shell mounts an `EffectComposer` and owns the render: RenderPass → AO → Bloom → tone-map output → Grade. Absent means the renderer draws directly (unchanged), so it never imposes a look on games that don't ask. Each stage is a config object, `false` to skip, or omitted for its tuned default:
1418
1518
 
1419
- The dev runner's Vite plugin, `tunableDiscoveryPlugin` (`@jgengine/core/devtools/transformTunables`, wired in `apps/dev/vite.config.ts`), rewrites each top-level `export const <number|boolean|"#hex">` literal to `export let` and binds it into the devtools registry as the module loads (`transformTunableExports` is the pure string transform underneath; `tunableModuleTable(id)` derives the table id from the file path, skipping `main.tsx` and `*.test.*`). Table exports need no transform at all — after each game module loads, the dev app calls `devtools.discover.scanModule(moduleExports)`, which walks every export's own properties for a flat plain-object table of numbers/booleans/`"#rrggbb"` strings.
1519
+ - `toneMapping: "aces" | "agx" | "reinhard" | "cineon" | "linear" | "none"` (default `aces`) + `exposure`.
1520
+ - `bloom: { strength, radius, threshold }` — HDR glow around bright pixels (defaults 0.32 / 0.55 / 0.85).
1521
+ - `grade: { lift, gain, gamma, saturation, vignette, grain }` — display-space colour grade: cool-shadow/warm-highlight split, vignette, animated film grain.
1522
+ - `ao: { radius, intensity, distanceFalloff, blend }` — ground-truth ambient occlusion; heavier than the rest, omit or `false` on low-end targets.
1420
1523
 
1421
- F2 Tune tab lists every discovered entry as a checklist, grouped by source file (top-level constants) or by table export name (object tables). Checking an entry hands it a live slider/toggle/color picker; unchecking resets it to its initial value. Kind is inferred from the value: `number` slider, `boolean` toggle, a `"#rgb"`/`"#rrggbb"`/`"#rrggbbaa"` string → color.
1524
+ **Orbit camera occlusion:** the third-person orbit rig takes `camera: { collision: { enabled, padding?, minTargetDistance? } }` a spring-arm that raycasts target→camera each frame and pulls the boom in past walls/terrain so the camera never clips inside geometry. Off by default (unchanged chase feel); enable it for any world with interiors or dense structures.
1422
1525
 
1423
- **Liveness.** An edit applies live wherever the code reads the constant/table entry at use time. A value captured once at init — passed into a function call, baked into worldgen only picks up the new value on reload. Overrides persist in `localStorage` per game (key `jg-devtools:<game name>`) and are re-applied *before* `loop.onInit` runs, so even an init-baked constant respects its override after a refresh *if* the read happens at or after `onInit`. A read that happens earlier than that (see below) never sees the override, reload or not.
1526
+ Lighting is `defineGame({ lighting })` (`LightingConfig`): ambient / hemisphere / directional, replacing the shell's default lights when set. A `DirectionalLightingConfig` with `castShadow` takes `shadowMapSize`, `shadowCameraSize`, `shadowBias`, `shadowNormalBias` for crisp contact shadows. Sky-lit worlds (a `sky()` world feature) get a high-res sun whose shadow camera follows the view each frame, so grounded shadows stay sharp under the player anywhere in a large world.
1424
1527
 
1425
- **Default assumption: almost every gameplay number, boolean, and color is a tunable, not a hardcoded fact.** Walk speed, jump height, gravity, damage, cooldowns, spawn rates, drop chances, radii, durations, thresholds, multipliers, colors — if it's a scalar a designer would plausibly want to nudge while playing, it belongs in a place discovery can see (a top-level `export const`, or a direct scalar field on a catalog def object like `PlayerDef`/`EnemyDef`) — never buried as a bare literal inside a deeper nested object with no named export, and never computed once and thrown away. Treat "should this be tunable" as opt-out, not opt-in.
1528
+ ## Settings menu
1426
1529
 
1427
- **Catalog-derived content must read fields live, not bake them at import time.** A common trap: a `content.ts` (or any module implementing `GameContextContent`) that loops over a catalog array *once at module scope* and copies scalar fields into a separately cached `Map`:
1530
+ **Settings menu (themed, four layouts, no forced chrome).** The engine builds the whole menu for free — Sound (master + per-bus volume), Graphics (quality/dpr + shadows), Gameplay (FOV slider, default 40–120), Controls (per-action key rebinding, inline click-to-rebind, persisted) — from the game's `audio.buses` and `input` map. What it does **not** do is bolt a fixed gear onto every game: **there is no auto trigger.** You place the entry yourself so it lives *inline with your game's own UI*, never a stray corner overlay. Drop `<SettingsTrigger className=…>` (from `@jgengine/react`) anywhere in your HUD or menu headless button, `className` for skin/placement, optional `children` to replace the default gear glyph, renders nothing when there's nothing to show. Or call `useSettings().open()` from your own control. Tune the menu via `defineGame({ settings })` (`GameSettingsConfig` from `@jgengine/core/settings/settingsModel`):
1428
1531
 
1429
- ```ts
1430
- // WRONGcopies walkSpeed by value at import time, before devtools can even scan exports
1431
- const entityEntries = new Map<string, GameContextEntityEntry>();
1432
- for (const p of players) {
1433
- entityEntries.set(p.id, { stats: p.stats, movement: { poses: p.poses, walkSpeed: p.walkSpeed } });
1434
- }
1435
- export const content: GameContextContent = {
1436
- entityById: (id) => entityEntries.get(id) ?? null,
1437
- };
1438
- ```
1532
+ - `variant: "panel" | "sheet" | "sidebar" | "fullscreen"` — the layout + skin (default `panel`; `sheet` is the mobile bottom-sheet). All four are fixed-size (no shrink-to-content jitter) and read the game's `--jg-*` theme tokens, falling back to a neutral dark skin.
1533
+ - `actions: SettingsActionDef[]` game-state actions (Restart, Quit to menu, …). They become the **first "Game" tab, shown before anything else** the home for buttons that used to float over the HUD. Each: `{ id, label, kind?: "default"|"danger", description?, run(ctx) }`; the menu closes right after `run`.
1534
+ - `hideBindings: string[]` input actions to drop from the rebindable Controls list. A game-state key like `restart` belongs in `actions`, not the rebind grid — hide it here so it stops showing up as a "rebindable" control.
1535
+ - `surface: "quick"` — additionally mount compact on-screen volume/graphics buttons. Omit for none. `settings: false` off entirely.
1536
+ - `extra: GameSettingDef[]` — append rows to any category, built-in *or a brand-new one* named by `category` (any string). Each row: `{ id, label, category, kind: "slider"|"toggle"|"select", default, min?, max?, step?, options?, onChange?(value, ctx) }`.
1537
+ - `categories: SettingCategoryDef[]` — declare custom category tabs, or relabel/reorder built-ins (`{ id, label, order? }`).
1538
+ - `hide: SettingCategory[]` drop built-in categories.
1439
1539
 
1440
- This runs during module import earlier than `discoverGameTunables`/override-application in `apps/dev/src/main.tsx`, and earlier than any `loop.onInit`. The catalog object (`p`) still gets live-mutated by devtools, but nothing ever re-reads it, so the baked `walkSpeed` is permanently stale: no F2 edit and no persisted override ever reaches gameplay, reload or not.
1540
+ **Game-state controls go in `actions`, never a floating button.** Restart/quit/new-game buttons stapled to the bottom of the HUD are the anti-pattern — declare them as `actions` (first Game tab) and place a `<SettingsTrigger>` inline. A contextual button on a win/lose *results* card is fine; a persistent game-state button pinned over live play is not.
1441
1541
 
1442
- ```ts
1443
- // RIGHT — map ids to the catalog def itself; build the entry fresh on every lookup
1444
- const playersById = new Map(players.map((p) => [p.id, p]));
1445
- function entityById(id: string): GameContextEntityEntry | null {
1446
- const p = playersById.get(id);
1447
- return p === undefined ? null : { stats: p.stats, movement: { poses: p.poses, walkSpeed: p.walkSpeed } };
1448
- }
1449
- export const content: GameContextContent = { entityById };
1450
- ```
1542
+ **Present it any way you want.** `useSettings()` (`@jgengine/react`) returns the live controller — `{ categories, actions, variant, surface, isOpen, open, close, setOpen }` — so a game can drive its own pause-menu button, or render `categories`/`actions` (rows carry `value`/`set`/bounds, keybinds carry `rebind`/`reset`) entirely inside its own HUD. `useHasSettings()` gates a custom entry; `useSetting(id, fallback)` reads/writes one value. Set a slider's `min`/`max` explicitly — an omitted range collapses the thumb to 0/1.
1451
1543
 
1452
- Same shape, same call site — the only change is *when* `p.walkSpeed` is read: at lookup time (each spawn) instead of once at import. Objects (`stats`, `receive`) are already reference-safe to pass through either way; this only matters for scalars (numbers/booleans/strings) copied out of a catalog def.
1544
+ ## 8. Motion and game feel
1453
1545
 
1454
- **`tunable()` still exists — an optional low-level primitive, not the recommended path.** Reach for it only when you need explicit bounds, an `options` select, or a change subscription that discovery can't infer:
1546
+ Add purposeful motion for:
1455
1547
 
1456
- ```ts
1457
- import { tunable } from "@jgengine/core/devtools/devtools";
1548
+ - screen entry and exit
1549
+ - confirm and cancel
1550
+ - warnings
1551
+ - score increases
1552
+ - objective updates
1553
+ - damage
1554
+ - victory and failure
1555
+ - countdowns
1556
+ - pause
1557
+ - item pickup
1458
1558
 
1459
- const gravity = tunable("physics/gravity", -22, { min: -60, max: 0 });
1460
- ```
1559
+ Motion should be brief, readable, interruptible when necessary, coordinated, consistent with the game’s art direction, and respectful of reduced-motion settings.
1461
1560
 
1462
- Read `gravity.value` at use time (or `gravity.subscribe(listener)`) never destructure once at module load. A `"group/label"` name (e.g. `"physics/gravity"`) groups the control under `group` in the Tune tab; `devtools.controls.register` is the same call underneath. Real example: `Games/voxel-mine/src/loop.ts` — `tunable("mining/reach", REACH, { min: 2, max: 16, step: 1 })`, read via a getter passed to `createEditorHandlers`.
1561
+ Do not animate everything constantly. Motion communicates hierarchy, cause and effect, urgency, and state changes.
1463
1562
 
1464
- **Agent loop.** The overlay's "Copy report" button copies a JSON `DevtoolsSnapshot`; from a browser session an agent can instead call `window.__JG_DEVTOOLS.snapshot()` directly (or `snapshotDevtools()` from game code) for the same shape — frame stats, render sample, latency stats, captured logs, probe values, every registered control's current + initial value, and a `discovered` array (`id`, `kind`, `value`, `enabled`) covering every auto-discovered tunable whether or not it's enabled — a single call to check "is this actually working" without a screenshot. `window.__JG_DEVTOOLS.discover` is exposed directly too (`list`/`enable`/`disable`/`bind`/`scanTable`/`scanModule`/`clear`) so an agent can flip a discovered tunable on and read/write it from the console without touching the UI.
1563
+ ## 9. Mobile controls are genre-authored
1465
1564
 
1466
- `devtools.probes.register("name", () => value)` (`@jgengine/core/devtools/devtools`) surfaces a game-specific gauge (entity count, queue depth, whatever) in both the Perf tab and the snapshot; call the returned unregister function to remove it.
1565
+ Shared input mechanics may remain shared. Their visual treatment and arrangement must match the game.
1467
1566
 
1468
- ## Assets — real art from day one
1567
+ Examples:
1469
1568
 
1470
- Squares as enemies, colored boxes as buildings, and a flat grid floor read as *broken*, not unfinished. The blueprint's **Asset plan** names the packs before the first edit; a pass does not end while any default-material primitive, unstyled ground plane, or debug grid is visible in the staged screenshot — and that includes 2D HUD art: a first-letter tile, emoji, or one generic shape reused per slot is a placeholder exactly like a graybox enemy. Primitive stand-ins are allowed only *mid-pass* as scaffolding.
1569
+ **Driving**
1570
+ Steering region or wheel, accelerator, brake, handbrake, optional camera/map control.
1471
1571
 
1472
- **Sources** (CC0 — public domain, commercial use, no attribution — unless noted):
1572
+ **Stealth**
1573
+ Movement zone, sneak/crouch hold, contextual interaction, temporary map/schedule control.
1473
1574
 
1474
- | Source | What you get |
1475
- |--------|--------------|
1476
- | [Kenney.nl](https://kenney.nl) | 40,000+ CC0 assets: characters, buildings, nature, vehicles, weapons, UI, audio — the broadest single library |
1477
- | [Quaternius](https://quaternius.com) / [KayKit](https://kaylousberg.itch.io) | CC0 low-poly packs incl. **rigged + animated characters**: medieval, sci-fi, dungeons, animals, adventurers |
1478
- | [Poly Haven](https://polyhaven.com) / [ambientCG](https://ambientcg.com) | CC0 PBR textures, HDRIs, materials — the floor comes from here, never a flat color |
1479
- | [Poly Pizza](https://poly.pizza) | Search engine over thousands of CC0 low-poly models for one specific thing |
1480
- | [Game-Icons.net](https://game-icons.net) (CC BY 3.0 — credit it) / Kenney UI packs (CC0) | 4,000+ item/ability **icon silhouettes** — the registry `game-icon` item covers common HUD glyphs first |
1481
- | [itch.io CC0 3D tag](https://itch.io/game-assets/assets-cc0/tag-3d) / [OpenGameArt](https://opengameart.org) | Long tail — **check the license per asset**, CC0 filter first |
1482
- | [Mixamo](https://www.mixamo.com) | Free humanoid animations (Adobe license — fine for shipped games, not CC0) |
1483
- | Kenney audio / [freesound CC0 filter](https://freesound.org) | Hit sounds, UI clicks, ambience |
1575
+ **Shooter**
1576
+ Movement zone, aim region, fire/action cluster, weapon or ability controls.
1484
1577
 
1485
- **Rules:**
1578
+ **Puzzle/arcade**
1579
+ Direct drag, tap, swipe, paddle region, or discrete directions. Do not add a joystick without a gameplay reason.
1486
1580
 
1487
- 1. **One style family per game.** Kenney + Quaternius + KayKit low-poly mix fine; low-poly models on photoreal PBR ground reads broken. Name the family in the blueprint.
1488
- 2. **License discipline.** CC0 needs nothing; anything else gets a line in `src/game/assets-credits.md` (source, author, license). Never ship an asset you can't name the license of.
1489
- 3. **Wire through the engine seams.** GLB models live in the game's `src/game/assets.ts` render catalog keyed by catalog id; billboards via `entitySprites`, real meshes via `entityModels`/`objectModels` in `defineGame({...})`; ground/skies belong to the world layer. Catalog `model` fields reference asset keys — never file paths in game logic. Source models through **`@jgengine/assets`** (`buildCatalog({ basePath })` → resolve ids/aliases → urls); `pull` packs into your app's `public/models/` (extracts Kenney's shared `Textures/` alongside the GLBs so models render textured). Network-restricted: `pull` falls back through `--mirror <baseUrl>` / `JGENGINE_ASSETS_MIRROR`, and `--offline` fails fast — see the package README for the fallback order and add/import flow.
1490
- 4. **Coverage follows the content budget.** Every entity family, placed object, and held item maps to a real asset *before* the catalog entry ships. If the pack lacks a model, restyle the noun to one it has — rename the fantasy, don't ship a cube.
1491
- 5. **Scale/pivot sanity.** `@jgengine/assets` measures each model's footprint/center/`minY` at reindex and ships them on the catalog entry (`catalog.resolve(id).dims`); with `objectModels` anchor `"center"` (the default) the shell centers the footprint on the placement point and ground-snaps the lowest vertex — so `object.place(id, cellX, y, cellZ, { rotation })` renders centered + grounded with no pivot math and no `dimensions.ts`. Anchor `"origin"` opts back into the raw GLB origin. Check the first placement of each model against its catalog `footprint`; one wrong pivot repeated 100 times is a rebuild.
1492
- 6. **Item and ability icons are assets too.** Every hotbar/inventory/ability slot renders a real, distinct icon — the registry `game-icon` catalog (`iconForItemId`/`iconForAction`) or a Game-Icons/Kenney silhouette — per the UI quality bar's real-icons rule.
1581
+ Requirements:
1493
1582
 
1494
- ## Genre cheat sheet
1583
+ - never cover critical HUD information
1584
+ - use the game’s shape and material language
1585
+ - fade training labels after learning
1586
+ - consider thumb reach
1587
+ - preserve accessible target sizes
1588
+ - visually respond to activation
1589
+ - support optional scaling where appropriate
1495
1590
 
1496
- - **Voxel/crafting**: objects for blocks/machines, `voxel()`, `object.break`/`object.placeFromInventory`.
1497
- - **Tycoon/lab**: objects + `slotInventory`, `plots()`, configure via prompt → command.
1498
- - **Shooter**: `fireProjectile`/`settleProjectile`; grenades settle → `effect({ at, radius })`; `movement.poses`/`aim` + zoom modifier; `servers({ … })` + game-owned `server.mode`; loadout classes from commands.
1499
- - **MMO/RPG**: bounded stats + `leveling()` over a game XP curve; `tabTarget` → `cycleTarget`; handlers read `getTarget`; quests bound to `entity.died`/`inventory.added`; social party + `partyShare`; `server: "persistent"`.
1500
- - **All combat games**: react to `entity.died` (feed/leaderboard/score) — never poll HP.
1591
+ Do not use one generic translucent controller across all games.
1501
1592
 
1502
- ## Anti-patterns
1593
+ **`presentation: "hud"` games get 3D parity.** A pure-HUD game (no camera rig) now reaches the same input/audio seams as a 3D game:
1594
+ - **Touch gestures** — the shell mounts a headless `TouchPlaySurface` in the hud branch too, so `touch.gestures` (swipe/tap) reach actions without the game hand-wiring pointer events on its own canvas. The visible dock stays game-authored per the rule above.
1595
+ - **No phantom reservations** — camera action names (`turnLeft`/`turnRight`/`interact`/…) are reserved *only* when a camera rig is active, so a hud game may bind them directly instead of renaming to `steer*`.
1596
+ - **Audio actually plays** — audio resumes on the first pointer gesture in hud games (not just 3D), and `playOneShot` self-resumes the suspended context. Trigger sound from anywhere holding `ctx` via `ctx.game.audio.play(soundId, at?)` / `ctx.game.audio.resume()` — the reachable seam over the shell's audio engine.
1503
1597
 
1504
- | Wrong | Right |
1505
- |-------|-------|
1506
- | Player tuning in `defineGame` | Entity catalog `movement` + stats |
1507
- | `behaviors: […]` on place/spawn | Catalog entry |
1508
- | Engine `weapon.fire` / `consumable.use` / `combat.*` | `item.use` + catalog `use` → game handler |
1509
- | `ItemUseInput.to` for targets | `getTarget(from)` in handlers |
1510
- | `effect({ to })` for gunshots | `fireProjectile` + `settleProjectile` |
1511
- | Polling HP in `onTick` for kills | `entity.died` event |
1512
- | `combat.lootTable` / `loot.enemy` | `onDeath` on the entity that died |
1513
- | Hand-rolled `Math.random()` loot in commands | `lootTable()` + `ctx.game.loot.roll` |
1514
- | Hand-rolled `xpForLevel`/`levelFromXp` | `game/progression` `curve()` + `leveling()` |
1515
- | Hardcoded shop arrays | `item.trade.shops` + `tradableAt` |
1516
- | Kit seeding via scattered `put`/`grant` | `applyLoadout` |
1517
- | Per-user quest state hand-rolled | `game.quest.register` + binds |
1518
- | `useKillFeed` / per-domain feed hooks | `useFeed({ action })` |
1519
- | Raw keys in game logic | `defineGame` input actions |
1520
- | Positioning inside `ui/components/` or on primitives (`CurrencyPill className="absolute …"`) | Screen wrappers in `GameUI.tsx` only |
1521
- | Game UI classes without `@source` in host CSS | `@source` entries for your game dirs + `node_modules/@jgengine/{shell,react}` |
1522
- | One file per catalog entry / per brand | Dense `<domain>/catalog.ts` |
1523
- | Convex mutations called from game code | `commands.run` through the `GameBackend` transport |
1524
- | Half a system: quest without tracker, cooldown without sweep, keybind never shown, stub "coming soon" modal | Finish the system end to end — or cut it whole (see `jgengine-newgame`) |
1525
- | Game-side workaround for a missing engine primitive | File the gap at github.com/Noisemaker111/jgengine/issues (or PR the primitive) and cut or scope the dependent system honestly |
1526
- | Game nouns in this skill | Engine primitives + placeholder ids only |
1598
+ ## 10. Progressive instruction
1527
1599
 
1528
- ## New-game definition of done
1600
+ Do not leave large control grids visible during gameplay.
1529
1601
 
1530
- This is a gate, not a suggestion — every box, in one pass (workflow: **`jgengine-newgame`** skill). "Compiles and the hooks are wired" is not done; a declared system with no UI, no feedback, or no way to exercise it is not done — finish the system or cut it whole.
1602
+ Prefer:
1531
1603
 
1532
- - [ ] `game.config.ts` (`defineGame` from `@jgengine/shell/defineGame`) + `index.tsx` (barrel) + `main.tsx` (standalone host) + `loop.ts` + `game/content.ts`
1533
- - [ ] Catalogs: `game/entities/<role>/catalog.ts`, `game/items/<domain>/catalog.ts`, `game/objects/catalog.ts`; loot tables beside their domain
1534
- - [ ] Entity `stats` + `receive` orders aligned on the same stat ids; `role` set (drives targeting + camera)
1535
- - [ ] `game/items/use-handlers.ts` registered in `onInit`; handlers read `getTarget`/`aim`, never a target input
1536
- - [ ] `game/loadouts.ts` + `applyLoadout` in `onNewPlayer` (gated on `isNew`)
1537
- - [ ] `game/quests/catalog.ts` + binds; if using xp/level, a game-owned curve fed to `game/progression` (`curve`/`leveling`) — **with their HUD/tracker, or cut**
1538
- - [ ] `onInit`: register handlers/loadouts/loot/quests, event listeners, feed binds, leaderboard tracks; `setupWorld`
1539
- - [ ] Player spawns with `id === ctx.player.userId`
1540
- - [ ] `game/ui/GameUI.tsx` owns layout; components use `@jgengine/react` hooks
1541
- - [ ] UI passes the **quality bar** above (contrast, scale, framing, genre fit) — not just hook wiring
1542
- - [ ] Camera tuned via `camera` in `defineGame({...})` — defaults untouched means the feel was never checked
1543
- - [ ] For an `environment()` world: a `<game>.world.test.ts` asserts `summarizeEnvironment(world)` (`@jgengine/core/world/environmentSummary`) is non-empty with the expected counts — the browserless scene-correctness gate
1544
- - [ ] HUD screenshotted over a staged `GameUiPreview` scenario and **judged by looking at the image** against the UI quality bar in [`reference/ui-react.md`](reference/ui-react.md) — the final human glance, not the verification loop
1545
- - [ ] Co-located bun tests for pure game math (curves, cooldowns, spawn logic)
1546
- - [ ] Multiplayer via adapter config only; no direct backend calls
1604
+ - contextual prompts
1605
+ - brief onboarding
1606
+ - first-use hints
1607
+ - a controls screen
1608
+ - pause-menu reference
1609
+ - icons attached to actions
1610
+ - progressive disclosure
1547
1611
 
1548
- ## Quick reference
1612
+ Desktop keyboard legends must not appear on touch devices. Prompts should appear near the relevant action, object, or HUD region and clear when no longer useful.
1549
1613
 
1550
- ```
1551
- defineGame (shell) engine fields (assets, world, physics, inventories, input, server, save, time, feed, multiplayer)
1552
- + presentation fields (content, loop, GameUI, camera, environment, shadows, movement, devtools, …) in one call — smart defaults fill the rest
1553
- defineGame (core) the underlying engine-only primitive: assets, world, physics, inventories, input, server, save, time, feed, multiplayer, loop
1554
- PlayableGame { game, content, loop, GameUI, camera, … } — the runner contract `defineGame` (shell) returns
1555
- GameContext ctx.scene / ctx.game / ctx.player / ctx.item / ctx.camera / ctx.input + subscribe/version
1556
- scene.object place, remove, move, rotate, at, setVisual (per-instance ObjectVisual: scale/color/opacity override)
1557
- scene.entity spawn (anchor/offset), despawn, setPose, update; stats; targeting; effects;
1558
- projectiles (object-aware raycasts); spatial queries (opt-in grid broadphase)
1559
- entity.stats get / set / delta — bounded stats (health, mana, xp, level) on instances
1560
- progression game/progression — curve() / leveling() over bounded xp/level stats
1561
- item.use catalog `use` → GameContext handler; no input.to
1562
- effects drain-signed magnitudes; receive.<effect>.order; AoE = effect + at/radius/los
1563
- projectiles willHit → fire → settle; ballistic via weapon.projectile
1564
- death onDeath (reason-aware drops/command), entity.died, auto kill attribution + drop grant
1565
- game.loot register / has / roll / grantToPlayer (lootTable() = pure factory)
1566
- game.trade canBuy / canSell / buy / sell / tradableAt
1567
- game.quest register, accept…turnIn, bind(entity.died | inventory.added), declarative rewards
1568
- game.social friends (persisted, requests listable), party (ephemeral, invites listable), presence, emotes (nearby broadcast), worldInvites (accept → join target)
1569
- game.chat send / whisper / history / register — global/party/proximity channels, rate-limited, mute via blocked set
1570
- game.roster capture / release / list / setEquipped — persisted owned-creature roster
1571
- game.store/cards/turn store: keyed reactive slot; cards.pile(id): lazy CardPile; turn.loop(id): lazy TurnLoop
1572
- game.events/feed/leaderboard on / bind+push+recent / track+increment+getTop
1573
- devtools F2 overlay (Perf/Tune/Logs/Net/Keys); zero-annotation — top-level export const number/boolean/color + exported flat tables auto-discover into Tune; tunable() is the optional low-level escape hatch; snapshotDevtools()/window.__JG_DEVTOOLS.snapshot() → DevtoolsSnapshot (+ discovered[]); probes.register(name, read) adds a Perf gauge
1574
- applyLoadout all-or-nothing kit seeding per userId
1575
- player.movement pose (hitboxes) + aim (zoom modifier)
1576
- player.motion impulse / setVerticalVelocity / setY — vertical-motion seam into the shell's frame driver
1577
- player.possession own/disown/owns/listOwned + active + possess — control-swap, rebinds shell camera
1578
- player.cosmetics register + apply/equip + get — per-player appearance slots, no gameplay effect
1579
- scene.entity.form register + shapeshift/revert + active/abilities — movement+ability+mesh bundle, game-time duration
1580
- proximityPrompt { radius, display: {kind}, invoke } — one float-UI primitive
1581
- skillCheck/qte evaluateSkillCheck (moving zone + window) / evaluateQteSequence (timed steps)
1582
- captureCheck captureChance / rollCapture — hp% + catchPower → probability
1583
- dialogue check DialogueChoice.check (roll vs DC + advantage/disadvantage) → onSuccess/onFailure
1584
- world features biomes / voxel / plots / tilemap / flat descriptors
1585
- physics/physicsWorld optional headless rigid-body sim (PhysicsWorld) — not the defineGame physics field (gravity/jumpVelocity, honored by the kinematics controller); bodies are box (halfExtents) or sphere (radius)
1586
- physics/ballisticSweep createBallisticSweep(world) → arc-vs-body hit test; wire into ProjectileSystemDeps.sweepBallistic
1587
- anim/easing lerp/clamp01/smoothstep/tween/timedProgress + easeIn/Out/InOut Quad/Cubic + easeOutBack/Elastic — pure 0..1 tweening math
1588
- data/dataSource createDataSource/createJsonDataSource — idle/loading/ready/error async state + polling; data/fetchJson + data/devProxy for CORS-safe dev fetches
1589
- audio/audioFalloff computeFalloffGain / resolveEmitterGain — pure distance→gain curve; shell plays it
1590
- time/beatClock createBeatClock (BPM ticks) + createBeatInputBuffer (buffered action → next beat)
1591
- ws/voiceChannel createVoiceChannelRouter — positional falloff + simultaneous non-positional channels
1592
- multiplayer/identity AuthSession + sessionPlayer + resolveGuestSession — Clerk/better-auth via react structural adapters
1593
- multiplayer/chatContract ChatTransport (hooks) / ChatSync (callbacks) — ws + convex bindings, local for dev
1594
- multiplayer/voiceContract VoiceTransport (join/leave/publish/subscribers) + createPushToTalk — media plane host-supplied
1595
- GameBackend { transport, feeds?, presence? } — Convex is one adapter (createConvexBackend)
1596
- adapter kinds offline / ws / convex / socketIo / p2p / lan (+ fly({app}) ws sugar) — runtime/adapter
1597
- ws/pipe TransportPipe/TransportPipeFactory — any bidirectional string channel (webSocketPipe default)
1598
- ws/host, ws/hostRouter browser-safe createGameHost + createHostRouter/loopbackPipe (node re-exports both)
1599
- ws/peer createPeerHost/createPeerGuest — WebRTC P2P, host tab authoritative, copy-paste signal codes
1600
- ws/socketIoPipe, node/socketIoServer socketIoPipe/createSocketIoBackend + attachGameSocketIoServer
1601
- @jgengine/react GameProvider + hooks + headless primitives (incl. identity/chat/voice/social kits); layout only in GameUI.tsx
1602
- ```
1614
+ ## 11. Reference directions for flagship games
1603
1615
 
1604
- Engine ships verbs and primitives. Your game ships nouns.
1616
+ ### Clockwork Heist
1605
1617
 
1606
- # jgengine-api UI @jgengine/react
1618
+ Use gentleman-thief mechanical field-kit language: watch geometry, midnight enamel, aged brass, ivory paper, engraved labels, mechanical shutters, and an authored schedule timeline. The timer should feel like a clock. The schedule should be an on-demand pocket-watch or dossier panel. Touch controls should use brass/enamel construction. Restart belongs in pause, not permanently over the world.
1607
1619
 
1608
- Reference module for the [`jgengine-api`](../SKILL.md) skill. Load this when you need the React UI layer. The **UI quality bar** section at the bottom is how the HUD must look and behave — required, not optional polish.
1620
+ ### Canyon Chase
1609
1621
 
1610
- ```tsx
1611
- import { GameProvider, useSceneEntities, HealthBar } from "@jgengine/react";
1622
+ Use desert pursuit language: battered dashboard, analog instruments, radio display, route strip, warning lamps, and road-sign typography. Target gap should read as a pursuit gauge. Border progress should resemble an odometer, route strip, or mile marker. Driving controls should feel like steering, throttle, brake, and handbrake—not generic circles.
1612
1623
 
1613
- <GameProvider context={ctx}>…</GameProvider>
1614
- ```
1624
+ ### Brick Breaker
1615
1625
 
1616
- Import provider, hooks, and headless components from the package root `@jgengine/react` (a barrel re-export). The per-file subpaths (`@jgengine/react/provider`, `/hooks`, `/components`) resolve the same symbols if you prefer them.
1617
-
1618
- All hooks bind through the ctx change signal (`ctx.subscribe`/`ctx.version`):
1619
-
1620
- | Hook | Returns |
1621
- |------|---------|
1622
- | `useGame()` / `usePlayer()` | `{ commands, events }` / `{ userId, isNew }` |
1623
- | `useSceneEntities()` / `useSceneObjects()` | live snapshots for rendering |
1624
- | `useWorldItems()` / `useNearestWorldItem(radius)` | ground-loot snapshots / nearest pickup for a HUD prompt |
1625
- | `useEntityStat(instanceId, statId)` | `StatValue \| null` |
1626
- | `useTarget(fromId)` | locked instanceId \| null |
1627
- | `useInventory(id)` / `useCurrency(id)` | slots / balance |
1628
- | `useFeed({ action, limit? })` | recent entries — kills, loot, any action |
1629
- | `useQuestJournal()` | active quests + objective progress |
1630
- | `useFriends()` / `useParty()` / `usePresence(userId)` / `useWorldInvites()` | social panels |
1631
- | `useFriendRequests()` / `usePartyInvites()` | pending inbound requests/invites for the local player |
1632
- | `useWorldBrowser({ fetchSessions, filter?, limit?, refreshMs? })` | polls a host-supplied fetcher (e.g. `createWsBackend().browse`) through matchmaking's `browseSessions` |
1633
- | `useSession()` / `useAuthedPlayer({ guestSeed? })` | auth session from `<GameIdentityProvider>` / the `{ userId, isNew }` player seam for `createGameContext` |
1634
- | `useChat(channelId, { limit? })` | local-player-filtered recent messages from `ctx.game.chat` |
1635
- | `useVoice({ transport?, channelId?, mode?, resolveRoutes? })` | mic capture + PTT + voice-channel roster over the `VoiceTransport` seam |
1636
- | `useRoster(userId?)` | owned/captured roster entries for a user (defaults to the local player) |
1637
- | `useLeaderboard(stat, { scope, limit? })` | `{ userId, value }[]` |
1638
- | `useActivePrompt(prompts)` | nearest proximity prompt |
1639
- | `useGameClock()` | clock snapshot (`now`, `paused`, `speed`, `calendar`) + `controls` (pause/play/setSpeed) |
1640
- | `useLocalPlayerDead()` / `localPlayerEntity(entities, userId)` | death-screen gating; local player from a snapshot |
1641
- | `useMarkers(markerSet)` / `useFog(fogField)` | live map-marker list / fog-cell snapshot (bind a core `MarkerSet`/`FogField`) |
1642
- | `useGameStore()` | raw store handle — escape hatch under the typed hooks |
1643
- | `useEngineState(store)` / `useEngineStore(store, selector)` / `useEngineEvent(store, event, handler)` | bind/select/subscribe against any `ReadableEngineStore<TState>` / `EventfulEngineStore<TEventMap>` — the escape hatch below `useGameStore()` for state that isn't wired into a typed hook yet |
1644
- | `useHeldKeys()` | `(code: string) => boolean` — raw window keydown/keyup/blur-backed held-key predicate, no `ctx` needed; the primitive `useAxisChannel` and the shell's own movement sampling are built on |
1645
- | `useAxisChannel(config: AxisChannelConfig)` | `{ channel: AxisChannel, isDown }` — wires `useHeldKeys` into a fresh `AxisChannel` (`@jgengine/core/input/axisInput`) for a per-frame `channel.sample(dt, isDown)`; a driving/twin-stick HUD or custom control scheme reads analog throttle/steer without touching `window` directly |
1646
-
1647
- Import hooks from `@jgengine/react/hooks`, components from `@jgengine/react/components`, `GameProvider` from `@jgengine/react/provider` (the package uses deep paths like core). `useEngineState`, `ReadableEngineStore`, `useEngineStore`, `useEngineEvent` also ship from the main `@jgengine/react` entry point (defined in `@jgengine/react/engineStore`, re-exported at the package root) — no deep import required.
1648
-
1649
- Headless components (className passthrough, no baked-in styling): `SlotGrid`, `HealthBar` (+ `fillClassName`), `CurrencyPill`, `ProximityPrompt`, `Screen`, `KeybindRow`, `DialogueBox` (+ `lineClassName`/`speakerClassName`/`choicesClassName`/`choiceClassName`/`checkClassName`, `rollCheck`-gated choices), `SkillCheckBar` (+ `trackClassName`/`zoneClassName`/`markerClassName`), `QteTrack` (+ `stepClassName`/`activeClassName`/`doneClassName`), `CaptureOdds` (+ `fillClassName`), `ToastStack`, `DeathScreen`, `LevelUpFlash`. Map components (bind a core `MarkerSet`/`FogField`, `kindStyles` palette overridable): `Minimap` (framed circular player-centered map — fog + markers + facing arrow, optional baked terrain `background`+`mapBounds`), `Compass` (facing strip with cardinals + marker pips), `WorldMap` (full-bounds top-down overlay). Not yet implemented: `useServer`, `useDialogue`.
1650
- **Identity (`@jgengine/react/identity`)** — `<GameIdentityProvider source={…}>` + `useSession()`. Sources: `clerkIdentity({ isLoaded, isSignedIn, user })` maps Clerk's `useUser()` shape, `betterAuthIdentity({ data, isPending })` maps better-auth's `useSession()` shape (both pure structural mappers — no SDK imports, one line at the call site), `guestIdentity(seed?)` for local/dev. Gate UI with `<RequireSession fallback loading>`; `<UserBadge>` / `<SignOutButton>` are headless like everything else. `useAuthedPlayer({ guestSeed? })` returns the `{ userId, isNew }` to hand `createGameContext` — feed the player seam from the session instead of hand-picking a userId.
1651
- **Chat (`@jgengine/react/chat`)** — headless `<ChatPanel>` (tabs + log + input composition with internal active-channel state), or compose `<ChannelTabs active onSelect>`, `<ChatLog channelId>` (auto-scrolls, `renderMessage` override), `<ChatInput channelId onSent onRejected>` yourself. All drive `ctx.game.chat` through `useChat`. `chatTransportFromSync(sync)` lifts a callback-style `ChatSync` (e.g. `createWsBackend(...).chatSyncFor(serverId)`) into the hook-shaped `ChatTransport` for remote chat.
1652
- **Voice (`@jgengine/react/voice`)** — `useVoice()` once per channel: `getUserMedia` mic capture (`requestMic()`, tracks gated by transmission), push-to-talk via `createPushToTalk` (hold/toggle/openMic + mute), roster from `VoiceTransport.subscribers`, and per-speaker `gainFor(userId)` when you pass `resolveRoutes: () => router.resolveRoutes(myUserId)` from `@jgengine/ws/voiceChannel`. Hand the returned state to the headless `<PushToTalkButton voice>`, `<MicToggle voice>`, `<SpeakingIndicator voice userId>`, `<VoiceRoster voice>`.
1653
- **Social (`@jgengine/react/social`)** — the headless social kit over `ctx.game.social`: friends (`<FriendsList>`, `<FriendRow>`, `<PresenceDot>`, `<AddFriendButton toUserId>`, `<FriendRequestsList>` with accept/decline), party (`<PartyFrame>`, `<PartyMemberRow>`, `<PartyInviteToast>`, `<LeavePartyButton>`), worlds (`<WorldBrowser listings onJoin>`, `<JoinByCode onJoin>` — normalizes codes, `<QuickMatchButton listings filter?>`, `<InviteToWorldButton toUserId target>`, `<WorldInviteToast onAccepted>` — hands you the `{ serverId, joinCode? }` join target), and `<EmoteWheel emotes>` over `emotes.play`. All className-passthrough with `data-*` hooks and `renderX` overrides; the `social-hub` demo in `apps/dev` (`?game=social-hub`) composes the whole kit.
1654
- **Drag/rotate/drop/snap gesture layer** (`@jgengine/react/dragLayer`) — a 2-D UI-space gesture layer over the card/shaped-grid primitives, distinct from 3-D world drag. `useDragLayer<T>({ onDrop })` owns pointer-follow drag state (begin/rotate/setTarget/end); pair it with the headless, className-passthrough `DraggableCard` (right-click rotates), `DropZone` (reports the snapped `cellFromPoint` cell + active state), and `DragGhost` (a pointer-anchored preview). Drop resolution and overlap validation stay the game's job via `canPlace`/`placeShaped` from `inventory/shapedGrid` — Balatro hand→play drags, Backpack Hero grid placement, Slay-the-Spire card-onto-enemy targeting.
1655
-
1656
- **Layout rule:** all **screen** positioning (`absolute`, `inset-*`, grid zones, flex regions) lives on wrappers inside `ui/GameUI.tsx` only. `ui/components/` files are content + hooks only — internal `relative`/`absolute` for bar overlays or slot badges inside a component is fine; never anchor a component to the viewport from a child file. Pass `className` to primitives for **visual** styling (colors, borders, size), not screen placement.
1657
-
1658
- **Tailwind sources:** add `@source` entries in your CSS for your game source dirs plus `node_modules/@jgengine/shell` and `node_modules/@jgengine/react`. Without them, classes used in dynamically imported game code are **not generated** — layout wrappers in `GameUI.tsx` silently fail and every HUD cluster stacks in one corner.
1659
-
1660
- ## Visual HUD via the shadcn registry
1661
-
1662
- Styled HUD components are **copy-in code**, not npm exports — install them from the JGengine registry with the shadcn CLI:
1626
+ Use arcade-cabinet language: bezel framing, CRT/vector treatment, arcade numerical readouts, attract mode, launch feedback, and brief level overlays that clear before play. Pause and results should feel like cabinet states, not web dialogs.
1663
1627
 
1664
- ```sh
1665
- npx shadcn@latest add https://jgengine.com/r/entity-vital-bar.json
1666
- ```
1628
+ These games must remain structurally distinct, not recolors of one component set.
1667
1629
 
1668
- The component lands in your game's `components/ui/`, themes through `--jg-*` CSS variables, and reads engine data through `@jgengine/react/hooks`. Health bar hookup, end to end:
1630
+ ## 12. Accessibility and performance
1669
1631
 
1670
- ```tsx
1671
- import { usePlayer } from "@jgengine/react/hooks";
1672
- import { EntityVitalBar } from "@/components/ui/entity-vital-bar";
1632
+ Maintain:
1673
1633
 
1674
- const { userId } = usePlayer();
1675
- return <EntityVitalBar instanceId={userId} statId="health" />;
1676
- ```
1634
+ - sufficient contrast
1635
+ - readable text size
1636
+ - keyboard navigation
1637
+ - controller navigation where available
1638
+ - reduced-motion support
1639
+ - visible authored focus
1640
+ - touch target sizing
1641
+ - semantic labels where practical
1642
+ - responsive scaling
1643
+ - reasonable DOM and animation performance
1677
1644
 
1678
- The full HUD catalog ships as registry items — vitals, slots, feedback, meters, panels, screens, reticles, plus the `game-icon` glyph catalog (`iconForItemId`/`iconForAction`), with engine-bound `Entity`/`Ability`/`Journal`/`Feed`/`Wallet` variants wired to the hooks. Where a registry item exists, prefer it — and never hand-roll a gray-box version of a component the registry already ships.
1645
+ Use blur, masks, textures, filters, and full-screen effects carefully, especially on mobile.
1679
1646
 
1680
- ### UI quality bar (required — not optional polish)
1647
+ ## 13. Screenshot verification is mandatory
1681
1648
 
1682
- Headless primitives mean **you** ship the visual design. Functional wiring alone is not shippable UI. Judge against staged screenshots, never your mental model of the code.
1649
+ Capture and inspect meaningful states:
1683
1650
 
1684
- **See what you ship.** `@jgengine/shell`'s `GameUiPreview` renders your `GameUI` over a staged `GameContext` (ticks run, hostile targeted, first ability fired) with no gameplay or backend — mount it on a dev route, screenshot it, and judge the image before calling any HUD work done; pass a custom `scenario` to stage richer states (open modals, low health, active quest). Type-green says nothing about whether the HUD renders.
1651
+ - desktop title screen
1652
+ - desktop gameplay
1653
+ - mobile landscape
1654
+ - mobile portrait where supported
1655
+ - pause
1656
+ - victory or failure
1657
+ - an interaction prompt
1658
+ - touch controls in active use
1685
1659
 
1686
- | Requirement | Minimum |
1687
- |-------------|---------|
1688
- | **Contrast** | HUD text and borders readable on the game's scene background — never bare `text-stone-400` on near-black without a panel |
1689
- | **Scale** | Primary HUD (unit frames, hotbar slots, menu buttons) ≥ 48px touch targets; body text ≥ `text-sm` (12px); key labels never below 11px |
1690
- | **Distinct construction** | Unit frame, hotbar, currency, quests, and toasts must not share one card style — same `rounded border bg-stone-900/80 p-3` on everything reads identical and cheap |
1691
- | **Real icons** | Every item/ability/hotbar slot shows a real, distinct silhouette or sprite (registry `game-icon`, asset-pack sprite) — never a gray box, first letter, emoji, or one generic shape reused everywhere |
1692
- | **Hotbar / slots** | Icon per ability; keybind badge on the slot corner; hover/active state; empty slots visually distinct |
1693
- | **Unit frames** | Name + level + labeled bars with numeric values; health/mana/resource colors genre-appropriate |
1694
- | **Layout** | No overlapping anchors; reserve space for frames that appear conditionally (target, quest log) |
1695
- | **Panels** | Modal/slide panels: title, close control, section headers, consistent chrome with the HUD |
1696
- | **Feedback** | Errors, cooldowns, and empty actions surface to the player (toast, dim, shake) — not `console.warn` only. Error text is ephemeral floating combat text, never a bordered toast card |
1660
+ Inspect for:
1697
1661
 
1698
- **Genre fit:** MMO/RPG → ornate dark panels, gold accents, portrait + bars, action bar with icons. Shooter → crosshair + ammo + ability cooldowns. Tycoon → resource pills + build menus. Match the game's fantasy; do not ship debug-gray placeholders.
1662
+ - overlap and clipping
1663
+ - weak contrast
1664
+ - unreadable scale
1665
+ - excessive cards
1666
+ - website-like composition
1667
+ - broken safe areas
1668
+ - conflicting hierarchy
1669
+ - browser chrome interference
1670
+ - poor thumb reach
1671
+ - keyboard instructions on touch devices
1672
+ - inconsistent art direction
1699
1673
 
1700
- **Panel vs frameless.** Modal/panel chrome (backdrop + bordered window) is for on-demand windows only: backpack/bags, combat log/chat feed, social window. Everything persistent stays frameless — typography, bars, icons, shadows, no enclosing card: player/target/party frames, action bar, quest tracker, currency, voice cluster, floating combat text, world VFX. Backpack is the only bag UI (no hotbar inside it); character sheet holds equipment + stats; the abilities page lists catalog abilities with costs/cooldowns/keybinds, not a hotbar duplicate.
1674
+ Revise after inspection. Typechecking is not visual proof.
1701
1675
 
1702
- **Keybinds are badges on their control.** Every toggle and hotbar slot shows its binding on itself (slot corner, toggle button) — never a persistent "WASD to move / E to interact" legend pinned to the screen; if a control needs explaining, badge it or use a proximity prompt that fades. Labels derive from the game's `keybinds.ts` via `actionLabel(keybinds, action)` — hardcoded key strings drift. Register actions in `defineGame.input`, wire through `game.commands` (never UI click handlers only), and read the binding table once before shipping: **one key, one action**. Panel toggles follow the `ui.openBackpack`-style command pattern with state in `ctx.game.store` (`useGameStore`), not a hand-rolled module store.
1676
+ ## 14. Rejection criteria
1703
1677
 
1704
- **Action bar slot states all four, visually:** ready (full color), cooldown (dim + sweep + numeric timer), no-resource (red tint/desaturate, cost checked before press), just-cast (brief bright ring flash ~200ms). Cooldown data lives in game code; UI reads it.
1678
+ Require revision when any of these are true:
1705
1679
 
1706
- **Combat feedback:** bolts/bullets are `fireProjectile` + delayed `settleProjectile` so they visibly travel — never `effect({ to })`; instant heals flash the unit-frame bar; out-of-range/oom is floating text that fades, no bordered toast.
1680
+ - normal site navigation remains visible during active gameplay
1681
+ - the player must scroll the page to use the game
1682
+ - the game is presented inside a normal content card
1683
+ - essential HUD is covered by touch controls
1684
+ - controls overlap each other
1685
+ - keyboard instructions appear on touch devices
1686
+ - large instruction panels remain visible during gameplay
1687
+ - more than three ordinary card-like panels are persistently visible
1688
+ - the main action looks like a standard website button
1689
+ - pause resembles a generic website modal
1690
+ - victory/failure is only text plus restart
1691
+ - restart is permanently visible without a gameplay reason
1692
+ - menu elements lack pressed, focused, selected, or disabled states
1693
+ - UI changes have no transition or feedback
1694
+ - generic virtual controls are used without genre adaptation
1695
+ - the theme only changes colors and fonts
1696
+ - unrelated UI elements have equal visual weight
1697
+ - mobile portrait technically fits but is not intentionally composed
1698
+ - important UI sits beneath safe areas
1699
+ - ordinary document flow determines the HUD layout
1700
+ - generic default styling is used because no art direction was written
1707
1701
 
1708
- **Mobile / touch:** HUD fits a 390px portrait viewport with no horizontal overflow (`min()`/viewport units once compact); `useDisplayProfile().compact` (`@jgengine/react/display`) collapses side panels into a slim top bar; keep the bottom ~180px clear for the engine's touch dock on `coarsePointer`; never render key badges/legends on touch; non-interactive wrappers stay `pointer-events-none` (only real controls opt in with `pointer-events-auto`); ≥48px touch targets always.
1702
+ ## 15. Compact implementation API appendix
1709
1703
 
1710
- **Social HUD:** build from the headless kits (`@jgengine/react/social`, `/chat`, `/voice`, `/identity`), never hand-rolled lists. Chat is a corner-anchored panel (channel tabs, log, input; sender names tinted apart from bodies); invite toasts are ephemeral with accept/decline that expire with the invite; presence is a dot (`data-online`), not a word; push-to-talk badges its keybind and visibly transmits (`data-transmitting`), speaking players glow on their party row; emote wheel appears on hold-key and fades. Every social button drives an engine verb (`social.friends.request`, `party.accept`, `worldInvites.accept` join) — one that only mutates local UI state is half a system.
1704
+ Use the main `jgengine` skill for the authoritative engine API routing. The React package exposes `GameProvider`, hooks, and headless primitives from `@jgengine/react` and its documented subpaths. Common hooks include player/game state, entities, stats, inventory, quests, prompts, clocks, markers, fog, and engine stores. The shell provides `GamePlayerShell`, input integration, devtools, and `GameUiPreview`.
1705
+
1706
+ Use these APIs to bind state; do not let API wiring dictate visual composition. Keybind labels should derive from the game’s binding table, and UI actions should dispatch through game commands rather than existing only as click handlers.
1711
1707
 
1712
- **Camera feel is part of the HUD pass.** The shell's orbit camera (left-drag orbit, scroll zoom, tap = primary ability, camera-relative WASD) tunes per game via the `camera` field of `defineGame({...})` (`minDistance`, `maxDistance`, `targetHeight`, `rotateSpeed`, `zoomSpeed`, `dampingFactor`, smoothing) — defaults untouched means the feel was never checked; never hardcode camera position in `onTick` while a rig is active.
1708
+ Headless components are not finished design. They are behavior and accessibility seams that the game must art-direct.
1713
1709
 
1714
- **Shared chrome:** extract repeated panel/slot styles into `ui/<theme>.ts` or `ui/components/<Frame>.tsx` — do not copy-paste three classes per file.
1710
+ ## Definition of done
1715
1711
 
1716
- **Self-check before calling UI done** (against actual staged screenshots):
1712
+ UI work is complete only when:
1717
1713
 
1718
- - [ ] Screenshot at 1080p: can you read every label without squinting?
1719
- - [ ] Could you mistake the unit frame and hotbar for the same component? If yes, redo.
1720
- - [ ] Every toggle shows its key on its own control — and no persistent controls legend anywhere?
1721
- - [ ] Every item/ability slot shows a real, distinct icon — no gray boxes, letters, or emoji?
1722
- - [ ] Do bolts visibly travel before damage lands?
1723
- - [ ] Only on-demand windows (backpack, log, social) have panel borders?
1724
- - [ ] Every declared system has its UI end state — quest → tracker, cooldown → sweep + timer, error floating text? A wired hook with no visual is half a system: finish it or cut it (see `jgengine-newgame`).
1725
- - [ ] Does the staged shot show the HUD *working* (target locked, cooldown mid-sweep, tracker populated), not resting-empty?
1726
- - [ ] Would a player think this is intentional art direction? If it looks like a debug build, it ships nothing.
1714
+ - the game owns the viewport
1715
+ - site chrome is absent during active play
1716
+ - no document scrolling is required
1717
+ - HUD and control layers have clear responsibilities
1718
+ - mobile controls do not cover critical content
1719
+ - touch controls match the genre and game identity
1720
+ - title, pause, and results screens feel authored
1721
+ - interaction states and transitions are present
1722
+ - screenshots have been reviewed and revised
1723
+ - the implementation remains accessible and performant
1724
+ - future generated UI is explicitly prevented from falling back to generic website-card styling